Dungeons, Dragons, and Discretion: A Gateway to Gaming, Technology, and Literacy

Wat kinds of experiences form the cultural ecology of literacy? What role does gaming (computer, console, or otherwise) play in this cultural ecol-ogy? During the preliminary interviews we conducted in the spring of 2004, we discovered trends that suggested a connection between gaming, digital, and...

Full description

Saved in:
Bibliographic Details
Published inGaming Lives in the Twenty-First Century pp. 143 - 160
Main Authors Fleischer, Stephanie Owen, Wright, Susan A., Barnes, Matthew L.
Format Book Chapter
LanguageEnglish
Published New York Palgrave Macmillan US 2007
Subjects
Online AccessGet full text

Cover

Loading…
More Information
Summary:Wat kinds of experiences form the cultural ecology of literacy? What role does gaming (computer, console, or otherwise) play in this cultural ecol-ogy? During the preliminary interviews we conducted in the spring of 2004, we discovered trends that suggested a connection between gaming, digital, and print literacies in two members of Generation X, the generation born in the United States and Canada from the early 1960s through the late 1970s. These case-study participants, now in their early 30s and 40s, did not have the exposure and access to technology for which Generation Y, the group representing the majority of current college students, is famous. However, gaming still had an impact on how these case-study participants learned to be digitally literate in ways that can be informative for teachers of Generation Y and beyond.
Bibliography:I just don’t think video games are bad just because they’re video games. I think they’re better than TV because they force you to think and interact.(Hayden Daniel Kessler)
ISBN:1403972206
9781403972200
DOI:10.1057/9780230601765_9