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Ludoliteracy:
The unfinished business of
Media literacy
Daniel Aranda
Jordi Sánchez-Navarro
Silvia Martínez
Universitat Oberta de Catalunya,
http://gameresearch.uoc.edu
CET Congress – Communication and Education by Transmedia
20/04/2016
Digital games are a fundamental part of
current and media practices among children,
youth and adults.
The aim of this communication is to present
our current research conducted around
Ludoliteracy: a proposal of media literacy that
connects playful culture and digital literacy
competence.
2
The generalized use of different digital technologies requires the
construction of a media literacy that promotes more than isolated
skills in a general conceptual framework.
“I suggest that, as people engage with a diversity of ICTs, we
must develop an account of literacies in the plural” (Livingstone,
2004: 8).
3
Current status of gaming
theory
• video games and digital games a privileged media from which a large part of society improve
their digital skills and competences (Jenkins, 2009; Aranda & Sánchez-Navarro, 2009,
2011; Gee, 2004a, 2004b; Buckingham & Burn, 2007).
• by playing games people obtain pleasure and fun as a fundamental tool for cultural
reproduction (Huizinga,1971; Sherry, 2004)
• creative participation is promoted through video game fan communities (Wirman, 2009;
Hills, 2002; Consalvo, 2007);
• players socialise and strengthen bonds with their peers and at the same time generate
exchange networks (Jansz & Marten, 2005; Zagal, 2010; Taylor, 2006; Dondi, Edvinsson y
Moretti, 2004);
• curricular and extracurricular contents and skills are developed (Gee, 2004a, 2004b;
Lacasa, 2011; Whitton, 2009 & 2014; Mitchel & Savill-Smith, 2004).
• also scholarship focusing on negative aspects such as psychological disorders (Chappell
et al., 2006), aggressiveness (Gentile & Gentile, 2008; Anderson, 2004) and racist and
sexist behavior (Burgess et al., 2011; Dickerman, Christensen & Kerl-Mcclain, 2008; Leonard,
2003).
4
10 things I learned from
videogames
5
• Media literacy in digital games as an object of study.
• Understanding video games is a prerequisite for all those
interested in the educational use of digital games.
• Video games as media.
Ludoliteracy
key points
6
The starting point
Digital gaming as a pat of our digital culture
No education policies
As mentioned in the report Media in Europe: New questions for research and Policy (Alvares
et. al. 2014), educational policies around the study of video games in the context of media
literacy are almost non-existent within Europe
Ludoliteracy is the unfinished business of media literacy
Media literacy cannot ignore digital gaming
Game-based learning or serious games are the result of ludolireracy but the answer
7
We propose to establish and define the main focuses that ludoliteracy
should consider:
1. Playing digital games. Meaning not only the skill/competence of
playing a digital game but also equal opportunities to access and play
games.
2. Understanding digital games. Understanding the social, economic,
cultural and technological meanings of digital gaming, focusing on
analytical and critical skills.
3. Producing digital games. Refers to learning environments that
provides players with many of the skills needed in today’s digital
cultures.
8
1. Playing: meaning not only the skill/competence of playing (read) a
digital game but also the equal opportunities to access, use the
knowledge of gaming resources and technologies.
Inequalities barriers in gaming refers to the opportunity of access to a
diversity of platforms, genres (not only mainstream) and gaming
technologies that allow population developing the competences
needed to use a heterogeneous and complex communication
technologies in their leisure but also in learning or disability contexts.
Related competences and skills: understanding the principles of
human-machine interaction, pattern recognition and understanding,
interfaces understanding.
Our proposal Under
construction
9
2. Critical analysis: understanding the social, economical,
cultural and technological meanings of digital gaming. Among
others, the following topics:
• Digital gaming as an activity: pleasure, sociability, flow and
engagement, identity, gender, game communities and cultures
of production.
• Digital games as simulated worlds, narrative structures,
fictional worlds and genres.
• Games as cultural artifacts.
• Critical and reflexive scope: deconstruction of economical,
technological and cultural production of gaming.
Related competences and skills: critical thinking, cultural skills.
10
3. Production practices: is referring to learning environments that
provides players with many of the skills needed in today’s digital
culture.
• Coding
• Co-creative media and trasmedia
• Modding
• User generated content and Let’s play content video
Related Competences and skills: technical skills, creative skills,
communicative skills.
11
Ludoliteracy:
The unfinished business of
Media literacy
Daniel Aranda
Silvia Martínez
Jordi Sánchez-Navarro,
Universitat Oberta de Catalunya,
http://gameresearch.uoc.edu
CET Congress – Communication and Education by Transmedia
20/04/2016
12

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Ludoliteracy presentación cet_2016

  • 1. Ludoliteracy: The unfinished business of Media literacy Daniel Aranda Jordi Sánchez-Navarro Silvia Martínez Universitat Oberta de Catalunya, http://gameresearch.uoc.edu CET Congress – Communication and Education by Transmedia 20/04/2016
  • 2. Digital games are a fundamental part of current and media practices among children, youth and adults. The aim of this communication is to present our current research conducted around Ludoliteracy: a proposal of media literacy that connects playful culture and digital literacy competence. 2
  • 3. The generalized use of different digital technologies requires the construction of a media literacy that promotes more than isolated skills in a general conceptual framework. “I suggest that, as people engage with a diversity of ICTs, we must develop an account of literacies in the plural” (Livingstone, 2004: 8). 3
  • 4. Current status of gaming theory • video games and digital games a privileged media from which a large part of society improve their digital skills and competences (Jenkins, 2009; Aranda & Sánchez-Navarro, 2009, 2011; Gee, 2004a, 2004b; Buckingham & Burn, 2007). • by playing games people obtain pleasure and fun as a fundamental tool for cultural reproduction (Huizinga,1971; Sherry, 2004) • creative participation is promoted through video game fan communities (Wirman, 2009; Hills, 2002; Consalvo, 2007); • players socialise and strengthen bonds with their peers and at the same time generate exchange networks (Jansz & Marten, 2005; Zagal, 2010; Taylor, 2006; Dondi, Edvinsson y Moretti, 2004); • curricular and extracurricular contents and skills are developed (Gee, 2004a, 2004b; Lacasa, 2011; Whitton, 2009 & 2014; Mitchel & Savill-Smith, 2004). • also scholarship focusing on negative aspects such as psychological disorders (Chappell et al., 2006), aggressiveness (Gentile & Gentile, 2008; Anderson, 2004) and racist and sexist behavior (Burgess et al., 2011; Dickerman, Christensen & Kerl-Mcclain, 2008; Leonard, 2003). 4
  • 5. 10 things I learned from videogames 5
  • 6. • Media literacy in digital games as an object of study. • Understanding video games is a prerequisite for all those interested in the educational use of digital games. • Video games as media. Ludoliteracy key points 6
  • 7. The starting point Digital gaming as a pat of our digital culture No education policies As mentioned in the report Media in Europe: New questions for research and Policy (Alvares et. al. 2014), educational policies around the study of video games in the context of media literacy are almost non-existent within Europe Ludoliteracy is the unfinished business of media literacy Media literacy cannot ignore digital gaming Game-based learning or serious games are the result of ludolireracy but the answer 7
  • 8. We propose to establish and define the main focuses that ludoliteracy should consider: 1. Playing digital games. Meaning not only the skill/competence of playing a digital game but also equal opportunities to access and play games. 2. Understanding digital games. Understanding the social, economic, cultural and technological meanings of digital gaming, focusing on analytical and critical skills. 3. Producing digital games. Refers to learning environments that provides players with many of the skills needed in today’s digital cultures. 8
  • 9. 1. Playing: meaning not only the skill/competence of playing (read) a digital game but also the equal opportunities to access, use the knowledge of gaming resources and technologies. Inequalities barriers in gaming refers to the opportunity of access to a diversity of platforms, genres (not only mainstream) and gaming technologies that allow population developing the competences needed to use a heterogeneous and complex communication technologies in their leisure but also in learning or disability contexts. Related competences and skills: understanding the principles of human-machine interaction, pattern recognition and understanding, interfaces understanding. Our proposal Under construction 9
  • 10. 2. Critical analysis: understanding the social, economical, cultural and technological meanings of digital gaming. Among others, the following topics: • Digital gaming as an activity: pleasure, sociability, flow and engagement, identity, gender, game communities and cultures of production. • Digital games as simulated worlds, narrative structures, fictional worlds and genres. • Games as cultural artifacts. • Critical and reflexive scope: deconstruction of economical, technological and cultural production of gaming. Related competences and skills: critical thinking, cultural skills. 10
  • 11. 3. Production practices: is referring to learning environments that provides players with many of the skills needed in today’s digital culture. • Coding • Co-creative media and trasmedia • Modding • User generated content and Let’s play content video Related Competences and skills: technical skills, creative skills, communicative skills. 11
  • 12. Ludoliteracy: The unfinished business of Media literacy Daniel Aranda Silvia Martínez Jordi Sánchez-Navarro, Universitat Oberta de Catalunya, http://gameresearch.uoc.edu CET Congress – Communication and Education by Transmedia 20/04/2016 12

Editor's Notes

  1. Media literacy in digital games does not aim to use digital games as a didactic tool but rather as an object of study. We are not interested in game based learning or serious games because we understanding video games is a necessary pedagogic prerequisite for all those interested in the educational use of digital games, serious game or game-based learning. In this manner, media literacy in digital games aims to research on the technological, cultural, sociological and economic contexts of video games as media.
  2. Digital gaming as a pat of our digital culture Digital games transcend their traditional role as a part of a specific subculture, and there is a need for a proposal of literacy that connects playful culture and digital competence. No education policies As mentioned in the report Media in Europe: New questions for research and Policy (Alvares et. al. 2014), educational policies around the study of video games in the context of media literacy are almost non-existent within Europe Ludoliteracy is the unfinished business of media literacy Media literacy that defends the need for critical, analytical and productive competence regarding media, cannot ignore everything related to digital gaming and the practical ubiquity of digital games in our society as and object of study. Game-based learning or serious games are the result of ludolireracy but the answer.
  3. Playing: meaning not only the skill/competence of playing (read) a digital game but also the equal opportunities to access, use the knowledge of gaming resources and technologies. Inequalities barriers in gaming refers to the opportunity of access to a diversity of platforms, genres (not only mainstream) and gaming technologies that allow population developing the competences needed to use a heterogeneous and complex communication technologies in their leisure but also in learning or disability contexts.
  4. Production practices: is referring to learning environments that provides players with many of the skills needed in today’s digital culture. The ability to be more creative in games is increasing, with games that allow players to create and share levels and personalize characters and to take part in creative collaborative challenges but also the explosion of the Youtubers or the let’s play media content.