Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles

Author(s)
Bacalja, Alexander
Nichols, T Philip
Robinson, Bradley
Bhatt, Ibrar
Kucharczyk, Stefan
Zomer, Chris
Nash, Brady
Dupont, Bruno
De Cock, Rozane
Zaman, Bieke
Bonenfant, Maude
Grosemans, Eva
Abrams, Sandra Schamroth
Vallis, Carmen
Koutsogiannis, Dimitrios
Dishon, Gideon
Reed, Jack
Byers, Thomas
Fawzy, Rania Magdi
Hsu, Hsiao-Ping
Lowien, Nathan
Barton, Georgina
Callow, Jon
Liu, Zirui
Serafini, Frank
Vermeire, Zowi
deHaan, Jonathan
Croasdale, Alison
Torres-Toukoumidis, Angel
Xu, Xiao
Schnaider, Karoline
Publication Date
2024-12
Abstract
<p>This article is a collective response to the 2003 iteration of James Paul Gee’s <i>What Video Games Have to Teach Us About Learning and Literacy</i>. Gee’s book, a foundational text for those working in game studies, literacy studies, and education, identified 36 principles of ‘good learning’ which he argued were built into the design of good games, and which have since been used to unsettle the landscape of formal education. This article brings together 21 short theoretical and empirical contributions which centre postdigital perspectives to re-engage with, and extend, the arguments first raised by Gee regarding the relationship between videogames and learning. Organised into five groups, these contributions suggest that concepts and attitudes associated with the postdigital offer new thinking tools for challenging grand narrative claims about the educative potential of technologies while also providing rich analytical frames for revisiting Gee’s claims in terms of postdigital videogame literacies. </p>
Citation
Postdigital Science and Education, 6(4), p. 1103-1142
ISSN
2524-4868
2524-485X
Link
Language
en
Publisher
Springer
Rights
Attribution 4.0 International
Title
Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles
Type of document
Journal Article
Entity Type
Publication

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