Ключевые слова
Videogames, film, literacy, creativity, media, interactivity, edutainment, entertainment
Резюме
In this study we have analysed the current state of media literacy focusing on the game and film art forms. We aim to discover if some problems found throughout the history of film literacy were also occurring in game literacy research. It is also our intention to bring both visions together in order to get the attention of people working in the gaming field. To do this we have studied the cultural and creative dimensions in game literacy. The study is defined culturally by educational and critical approaches, and creatively by design and programming. The study also takes into account film literacy perspectives. We found that game literacy has a strong bias towards the cultural rather than the educational approach. The critical component might face the same problems that occur in film literacy studies. In terms of the creative dimension, we found a lack of investment in and support for research in design and programming practices. In conclusion we believe more interest needs to be generated in game literacy and that the literacy perspective based on creative design and programming with an emphasis on communication instead of education should be the model to follow.
Ссылки
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Цитаты в Web of Science
TeIlez Alarcia, Diego; Iturriaga Barco, Diego. VIDEOGAMES AND LEARNING OF HISTORY: THE ASSASIN'S CREED SAGA CONTEXTOS EDUCATIVOS-REVISTA DE EDUCACION, 2014.
Fernandez Ruiz, Marta. Lighting and creativity in video games. A methodological approach towards the understanding of lighting in three-dimensional ludic environments ADCOMUNICA-REVISTA CIENTIFICA DE ESTRATEGIAS TENDENCIAS E INNOVACION EN COMMUNICACION, 2015.
https://doi.org/10.6035/2174-0992.2015.9.3
Ramirez Alvarado, Maria del Mar; Navarrete-Cardero, Luis. Innovative Experiences in Interactive Devices applied to videogames: The Oculus Rift Case ADCOMUNICA-REVISTA CIENTIFICA DE ESTRATEGIAS TENDENCIAS E INNOVACION EN COMMUNICACION, 2017.
https://doi.org/10.6035/2174-0992.2017.13.12
Checa-Romero, Mirian; Pascual Gomez, Isabel. Minecraft and machinima in action: development of creativity in the classroom TECHNOLOGY PEDAGOGY AND EDUCATION, 2018.
https://doi.org/10.1080/1475939X.2018.1537933
Postigo Fuentes, Ana Yara; Fernandez Navas, Manuel; . ESPORT PLAYERS PERCEPTION ABOUT THER FOREIGN LANGUAGE LEARNING AULA DE ENCUENTRO, 2020.
Цитаты в Scopus
Fuentes, A.Y.P., Navas, M.F. . Factors influencing foreign language learning in esports. A case study | [Factores que influyen el aprendizaje de lengua extranjera en los esports. Un estudio de caso]), Qualitative Research in Education, .
https://doi.org/10.17583/qre.2020.4997
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Zagalo, N. (2010). Creative game literacy. A study of interactive media based on film literacy. [Alfabetización creativa en los videojuegos: Comunicación interactiva y alfabetización cinematográfica]. Comunicar, 35, 61-68. https://doi.org/10.3916/C35-2010-02-06