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RTS and RPGs : New literacies and multiplayer computer games

conference contribution
posted on 2002-01-01, 00:00 authored by Catherine BeavisCatherine Beavis
Technopopular culture such as computer games immerses young people in highly complex and engaging worlds, worlds in which literacy and communicative practices are significantly reconfigured and extended by the contexts in which they occur. This paper reports on a study exploring the textual engagement, pleasures and literacies entailed in playing on line computer games amongst a group of young people aged 15-16. It explores the ways in which these young people read and utilised intersections between traditional print-based text, visual images, symbols, sound, interactivity and other elements to play and make sense of a range of Real Time Strategy and Role Playing Computer Games; the place of games and gaming amongst other text-based leisure activities in their lives; and issues of interpretation, representation and response entailed in playing with real or virtual partners in cyberspace.

History

Event

Australian Association for Research in Education. Conference (2002 : Brisbane, Queensland)

Pagination

1 - 5

Publisher

Australian Association for Research in Education

Location

Brisbane, Queensland

Place of publication

Coldstream, Vic.

Start date

2002-12-01

End date

2002-12-05

ISSN

1324-9320

Language

eng

Publication classification

E2 Full written paper - non-refereed / Abstract reviewed

Copyright notice

2002, AARE

Editor/Contributor(s)

P Jeffrey

Title of proceedings

AARE 2002 : Problematic futures : educational research in an era of uncertainty ; AARE 2002 conference papers

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