Alberti, J. (2008). The Game of Reading and Writing: How Video Games Reframe Our Understanding of Literacy. Computers & Composition, 25(3), 258-269. doi:10.1016/j.compcom.2008.04.004
Summary
“The Game of Reading and Writing: How Video Games Reframe Our Understanding of Literacy” is an article in which game studies scholar John Alberti (2008) addresses the impenetrable relationship between gaming and literacy. Making the claim that gamers are readers and writers by default, he rejects the notion that gaming “disrupts” these traditional literacy skills. Alberti argues that video games are inherently aligned with the resources already used by teachers to facilitate reading and writing. He makes three points that drive his analysis: applying elements of “work” and “play” to writing, as present in video games; approaching writing as a visual, rather than exclusively textual, medium; and evaluating the presence of authorship (or authority, which he uses semantically). He links the “cognitive activities” of reading, writing, and playing by stretching the normal expectations of what constitutes reading, and argues that textual language can be considered graphic in the same way video game art unfolds (Alberti, 2008). Using this stance, he thoroughly dissects and deconstructs preexisting notions about traditional literacy.
Analysis
This article is one of the best available on the potential of bridging not just writing and video games, but also writing and reading. I appreciate Alberti’s ability to address the theory and perspective, rather than the application, of these new ideas. In this article, he heavily questions how other forms of traditional mediums, such as literature and film, are significantly valued over video games. Because video games are active, rather than passive, a student is taking on the role of both reader – consuming, processing and envisioning the many elements of a game – as well as writer – determining the outcome, making choices based on the setting. This article was one of my most valuable references throughout the course of this project because it looks specifically at writing in the context of games, whereas most available literature focuses on using games with other content areas. He acknowledges teacher’s reasonable fears about implementing a new technology into the classroom, but encourages educators to remain open minded for the benefit of their students.
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