Bibliographie complète
Decolonizing Game Literacy
Type de ressource
Chapitre de livre
Auteurs/contributeurs
- Robinson, Petra A. (Éditeur)
- Williams, Kamala V. (Éditeur)
- Stojanović, Maja (Éditeur)
- Paula, Bruno de (Éditeur)
Titre
Decolonizing Game Literacy
Résumé
In the last decades, digital games have moved from niche to mainstream. As more people play, talk about, and engage with these artifacts, they have become an important part of contemporary cultures, giving rise to game literacy—the set of skills needed to meaningfully engage with video games. While the potentials of game literacy have, to some extent, been already discussed in the literature, we have not adequately discussed the need for a game literacy that problematizes the sociocultural dimensions of gaming, including the hegemonic, exclusionary rationales implicitly disseminated through mainstream gaming. In this chapter, I outline a decolonial model for game literacy, remarking how the reflection about the gaming circuits of production and dissemination should be part of any initiative that aims at dealing with critical and creative competences towards gaming, and how these are crucial for any citizen in contemporary societies.
Titre du livre
Global Citizenship for Adult Education: Advancing Critical Literacies for Equity and Social Justice
Lieu
New York
Maison d’édition
Routledge
Date
2022
Pages
325-333
Langue
Anglais
ISBN
978-0-367-50587-5
Extra
OCLC: 1288078892
Référence
Robinson, P. A., Williams, K. V., Stojanović, M. et Paula, B. de (dir.). (2022). Decolonizing Game Literacy. Dans Global Citizenship for Adult Education: Advancing Critical Literacies for Equity and Social Justice (p. 325‑333). Routledge. https://worldcat.org/en/title/1288078892
1. Approches
2. Auteur.rice.s et créateur.rice.s
4. Lieu de production du savoir
5. Pratiques médiatiques
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