Creative game literacy: a study of interactive media based on film literacy experience

Detalhes bibliográficos
Autor(a) principal: Zagalo, Nelson
Data de Publicação: 2010
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/1822/11450
Resumo: In this study we have analysed the current state of media literacy focusing on the game and film art forms. We aim to discover if some problems found throughout the history of film literacy were also occurring in game literacy research. It is also our intention to bring both visions together in order to get the attention of people working in the gaming field. To do this we have studied the cultural and creative dimensions in game literacy. The study is defined culturally by educational and critical approaches, and cre- atively by design and programming. The study also takes into account film literacy perspectives. We found that game literacy has a strong bias towards the cultural rather than the educational approach. The critical component might face the same problems that occur in film literacy studies. In terms of the creative dimension, we found a lack of investment in and support for research in design and programming practices. In conclusion we believe more interest needs to be generated in game literacy and that the literacy perspective based on creative design and programming with an emphasis on communication instead of education should be the model to follow.
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spelling Creative game literacy: a study of interactive media based on film literacy experienceAlfabetización creativa en los videojuegos: comunicación interactiva y alfabetización cinematográficaVideogamesFilmLiteracyCreativityMediaInteractivityEdutainmentEntertainmentVideojuegosPelículasAlfabetizaciónCreatividadMedios de comunicaciónInteractividadSocial SciencesIn this study we have analysed the current state of media literacy focusing on the game and film art forms. We aim to discover if some problems found throughout the history of film literacy were also occurring in game literacy research. It is also our intention to bring both visions together in order to get the attention of people working in the gaming field. To do this we have studied the cultural and creative dimensions in game literacy. The study is defined culturally by educational and critical approaches, and cre- atively by design and programming. The study also takes into account film literacy perspectives. We found that game literacy has a strong bias towards the cultural rather than the educational approach. The critical component might face the same problems that occur in film literacy studies. In terms of the creative dimension, we found a lack of investment in and support for research in design and programming practices. In conclusion we believe more interest needs to be generated in game literacy and that the literacy perspective based on creative design and programming with an emphasis on communication instead of education should be the model to follow.En este estudio hemos analizado el estado actual de la alfabetización mediática prestando especial atención al cine y los videojuegos. Hemos intentado analizar si algunos de los problemas encontrados a lo largo de la historia de la alfabetización cinematográfica han existido también en el proceso de la alfabetización en los videojuegos, intentando unificar ambas visiones para captar la atención de las personas que trabajan en el campo de los videojuegos. Para ello, el estudio abarca la alfabetización en los videojuegos en dos dimensiones, la dimensión cultural y la dimensión creativa. La dimensión cultural se define a partir de los enfoques críticos y educacionales y la creativa mediante el diseño y la programación. Estas investigaciones se han llevado a cabo sin dejar de lado la perspectiva de la alfabetización cinematográfica. Hemos descubierto que la alfabetización en los videojuegos tiene una fuerte tendencia hacia el enfoque cultural, sobre todo la vertiente educativa, y que los riesgos que plantea el enfoque crítico presentan problemas similares a los que se registran en los estudios sobre el cine. En cuanto a la dimensión creativa, hemos advertido una falta de inversión para el estudio y la investigación de prácticas de diseño y programación. En conclusión, creemos que la alfabetización en los videojuegos necesita un nivel de motivación. Estimamos urgente la implantación de una perspectiva de alfabetización basada en el diseño creativo y la programación, poniendo especial énfasis en el desarrollo del enfoque comunicativo.Grupo ComunicarUniversidade do MinhoZagalo, Nelson20102010-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfapplication/pdfhttp://hdl.handle.net/1822/11450eng"Comunicar". ISSN 1134-3478. 18:35 (2010) 61-67.1134-347810.3916/C35-2010-02-06http://www.revistacomunicar.com/index.php?contenido=detalles&numero=35&articulo=35-2010-08info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-07-21T12:20:58Zoai:repositorium.sdum.uminho.pt:1822/11450Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T19:14:08.159610Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Creative game literacy: a study of interactive media based on film literacy experience
Alfabetización creativa en los videojuegos: comunicación interactiva y alfabetización cinematográfica
title Creative game literacy: a study of interactive media based on film literacy experience
spellingShingle Creative game literacy: a study of interactive media based on film literacy experience
Zagalo, Nelson
Videogames
Film
Literacy
Creativity
Media
Interactivity
Edutainment
Entertainment
Videojuegos
Películas
Alfabetización
Creatividad
Medios de comunicación
Interactividad
Social Sciences
title_short Creative game literacy: a study of interactive media based on film literacy experience
title_full Creative game literacy: a study of interactive media based on film literacy experience
title_fullStr Creative game literacy: a study of interactive media based on film literacy experience
title_full_unstemmed Creative game literacy: a study of interactive media based on film literacy experience
title_sort Creative game literacy: a study of interactive media based on film literacy experience
author Zagalo, Nelson
author_facet Zagalo, Nelson
author_role author
dc.contributor.none.fl_str_mv Universidade do Minho
dc.contributor.author.fl_str_mv Zagalo, Nelson
dc.subject.por.fl_str_mv Videogames
Film
Literacy
Creativity
Media
Interactivity
Edutainment
Entertainment
Videojuegos
Películas
Alfabetización
Creatividad
Medios de comunicación
Interactividad
Social Sciences
topic Videogames
Film
Literacy
Creativity
Media
Interactivity
Edutainment
Entertainment
Videojuegos
Películas
Alfabetización
Creatividad
Medios de comunicación
Interactividad
Social Sciences
description In this study we have analysed the current state of media literacy focusing on the game and film art forms. We aim to discover if some problems found throughout the history of film literacy were also occurring in game literacy research. It is also our intention to bring both visions together in order to get the attention of people working in the gaming field. To do this we have studied the cultural and creative dimensions in game literacy. The study is defined culturally by educational and critical approaches, and cre- atively by design and programming. The study also takes into account film literacy perspectives. We found that game literacy has a strong bias towards the cultural rather than the educational approach. The critical component might face the same problems that occur in film literacy studies. In terms of the creative dimension, we found a lack of investment in and support for research in design and programming practices. In conclusion we believe more interest needs to be generated in game literacy and that the literacy perspective based on creative design and programming with an emphasis on communication instead of education should be the model to follow.
publishDate 2010
dc.date.none.fl_str_mv 2010
2010-01-01T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/1822/11450
url http://hdl.handle.net/1822/11450
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv "Comunicar". ISSN 1134-3478. 18:35 (2010) 61-67.
1134-3478
10.3916/C35-2010-02-06
http://www.revistacomunicar.com/index.php?contenido=detalles&numero=35&articulo=35-2010-08
dc.rights.driver.fl_str_mv info:eu-repo/semantics/openAccess
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
application/pdf
dc.publisher.none.fl_str_mv Grupo Comunicar
publisher.none.fl_str_mv Grupo Comunicar
dc.source.none.fl_str_mv reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron:RCAAP
instname_str Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
instacron_str RCAAP
institution RCAAP
reponame_str Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
collection Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
repository.name.fl_str_mv Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação
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