Abstract

This article explores the literacy narratives of two “gamers” to demonstrate the kinds of literacy skills that many students actively involved in computer and video gaming are developing during their play. This analysis becomes part of a larger claim about the necessity of re-visioning the place of gaming in composition curricula. Ultimately, the author argues that we should use complex computer games as primary “texts” in composition courses as a way to explore with our students transformations in what literacy means.

Journal
College Composition and Communication
Published
2009-09-01
DOI
10.58680/ccc20098303
CompPile
Search in CompPile ↗
Open Access
Closed
Topics
Export

Citation Context

Cited by in this index (13)

  1. Computers and Composition
  2. Computers and Composition
  3. College Composition and Communication
  4. Written Communication
  5. Computers and Composition
Show all 13 →
  1. Computers and Composition
  2. Computers and Composition
  3. Computers and Composition
  4. Computers and Composition
  5. Computers and Composition
  6. Computers and Composition
  7. Computers and Composition
  8. Technical Communication Quarterly

References (0)

No references on file for this article.