Abstract

In this article, an analysis of multimodal representations in elementary school students’ descriptive texts about the mobile game Pokémon Go (PG) is used to discuss youths’ new literacy practices emerging from their out-of-school experiences (e.g., gaming, producing game-walkthroughs, and fan art). Social semiotic multimodal analyses of two students’ PG texts and their participation in talks around their texts are used to exemplify what occurs semiotically in the translation of meanings and designs across modes, media, and sites. Combining the analysis of the meaning potentials of multimodal representations with ethnographic accounts of their use in context produces the following findings: The PG writing task connects with the students’ life-worlds and the gaming context around PG prompts the design of their multimodal representations. The students are active creators of content and demonstrate purposeful and innovative uses of semiotic resources in self-representation, stance taking, and audience awareness. The iPad facilitates multimodal and digital crossovers between leisure activities and school subjects. The concluding discussion suggests how game-based literacy practices could be transferred into academic settings.

Journal
Computers and Composition
Published
2021-03-01
DOI
10.1016/j.compcom.2021.102629
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