Replacing Preconceived Accounts of Digital Games with Experience of Play

A potential implication associated with the rise of new forms of literacy (Gee, 2003) is that amongst populations preceding “digital natives” (Prensky, 2009)—i.e., those less familiar with contemporary games—too much emphasis is being placed on the “screen” as the major carrier of the information processed from games. It was postulated that should a user/nonuser distinction emerge, it should carry forward implications for the way in which games are publicly understood, managed, and regulated. The current research thus sought to address the potential shortcomings of the prior research by examining what might be gained from engaging participants more directly in an analysis of the impact and appropriateness of game text by activating and experiencing the text directly through play. Play required participants to act as agents, responding to the conditions of the game environment. A similar request for research of this nature has also emerged from within game studies, as researchers such as Oliver and Pelletier (2005) have also argued that there is a paucity of research generally detailing game-play.

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https://doi.org/10.26503/todigra.v1i1.5