Open AccessEducationComputer ScienceSociology

Constance Steinkuehler

2007.9.1E-Learning and Digital Media

DOI: 10.2304/elea.2007.4.3.297

tlooto Summary

The author argues that forms of video game play such as those entailed in MMOGs are not replacing literacy activities but rather are literacy activities, and attempts to historicize this popular contempt toward electronic ‘pop culture’ media such as video games and suggest a potentially more productive (and accurate) framing of the literacy practices of today's generation of adolescents and young adults.

Abstract

The claim that video games are replacing literacy activities that is bandied about in the American mainstream press is based not only on unspecified definitions of both ‘games' and ‘literacy’ but also on a surprising lack of research on what children actually do when they play video games. In this article, the author examines some of the practices that comprise game play in the context of one genre of video games in particular — massively multiplayer online games (MMOGs). Based on data culled from a two-year online cognitive ethnography of the MMOG Lineage (both I and II), the author argues that forms of video game play such as those entailed in MMOGs are not replacing literacy activities but rather are literacy activities. In order to make this argument, the author surveys the literacy practices that MMOGamers routinely participate in, both within the game's virtual world (e.g. social interaction, in-game letters) and beyond (e.g. online game forums, the creation of fan sites and fan fiction). Then, with this argument in place, she attempts to historicize this popular contempt toward electronic ‘pop culture’ media such as video games and suggest a potentially more productive (and accurate) framing of the literacy practices of today's generation of adolescents and young adults.

Citation format

STEINKUEHLER, Constance. Massively multiplayer online gaming as a constellation of literacy practices. E-Learning and Digital Media, 2007, 4: 297–318.