Author(s): Aaron A. Toscano
Year of publication: 2011
Keywords: Video games, Postmodern critique, Cultural work, Ideological literacy, Semiotic systems, Intertextuality, Militarization, Individualism, Literacy practices, Cultural ideology
Methodology/Sample: Narrative research/1 gamer
Reference: Toscano, A. A. (2011). Enacting culture in gaming: A video gamer’s literacy experiences and practices. Current Issues in Education, 14(1). https://www.learntechlib.org/p/109293/.
Abstract
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; Selfe & Hawisher 2004, 2007): This discussion argues that video games are another simulacra for postmodern cultural critique. Video games do cultural work by allowing gamers to play out socially constructed hopes and fears. As cultural products mediated by overarching values, video games enact the culture from which they come and to which they are marketed, including features of individualism, militarization, and perseverance. Following Brian Street’s (2003) ideological model of literacy, this analysis of a particular gamer’s literacy practices found them heavily influenced by contemporary culture: Video game environments require gamers to read dynamic semiotic systems (Gee, 2003) that position them to be cultural critics on the one hand and learners acquiring new literacy practices on the other. “Brent,” a creative writer, creates fictional worlds in his writing that reinscribe common video game narratives, an intertextuality reinforcing how literacy is never learned in a vacuum outside of cultural influences. Acquiring literacy skills via gaming involves socio-political immersion in and interaction with media reflecting the surrounding dominant cultural ideology
> Summary
- The paper is a case study on a young adult video gamer’s literacy acquisition through gaming experiences.
- It explores how gaming environments influence literacy practices and cultural absorption.
- The study highlights the importance of multimodal contexts in literacy practices for young adults.
- Brent O’Malley’s experiences illustrate the intersection of technology, culture, and literacy.
- The research emphasizes the need for educators to help students navigate cultural assumptions in media.
> Problem statement
- The paper explores how video games serve as literacy sites beyond mere problem-solving and strategies.
- It analyzes the literacy practices of a young adult gamer influenced by gaming environments.
- The study suggests that cultural messages in video games shape literacy acquisition and practices.
- It emphasizes the need for understanding cultural assumptions in media for literacy in the twenty-first century.
- The research highlights the multimodal nature of literacy practices in contemporary contexts.
> Methods used
- The paper employs a case study method focusing on a young adult video gamer and his literacy acquisition related to gaming.
- An interview was conducted with the gamer to gather insights into his literacy practices.
- Textual analysis of both creative and personal texts produced by the gamer was performed.
- The study follows principles from New Literacy Studies and video game research to analyze literacy practices.
> Practical implications
- Educators should help students analyze cultural assumptions in media for improved literacy and critical thinking skills.
- The study suggests that literacy practices are socially mediated, impacting how young adults engage with multimodal contexts.
- Understanding video games as cultural products can enhance literacy analysis in educational settings.
- The findings indicate that literacy is influenced by immersion in cultural contexts, which can inform teaching strategies.
- The paper emphasizes the importance of recognizing diverse literacy practices beyond traditional texts.

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