This document discusses how video games can promote literacy. It notes that 97% of U.S. teens play video games, and 87% have a game console at home. The document argues that video games require skills like comprehension, discussion, analysis and critique that enhance literacy. It explores how video games involve multimodal, social and situated forms of literacy. Examples are given showing how games can teach navigation of symbolic domains and transfer of skills. The document suggests libraries could apply these ideas through shared gaming worlds, fan fiction programs, and discussion groups to promote literacy.