Crap Detection and Information Literacy in the Online Affinity Space of World of Warcraft

Information is ubiquitous in today’s digital world, and the creation and application of a personal “crap detector” (Hemingway in Manning, 1965; Rheingold, 2011) is imperative to be effective in the information universe. The knowledge communities for online video games offer a place for studying informal and interest-driven learning, as well as the development and use of crap detectors. This study explores the information literacy practices that take place in the constellation of information, which is the in-game and out-of-game information resources, of the massively multiplayer online (MMO) game World of Warcraft (WoW). The study builds a picture of the information literacy practices from the individual to the community and offers a new perspective on how information literacy can be employed to create a better-educated populace.

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