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What Games Studies Can Teach Us about Videogames in the English and Literacy Classroom

Australian Journal of Language and Literacy, The
Volume 33 Issue 1 (Feb 2010)

Abstract: This article explores how research conducted in the emerging discipline of Game Studies may be used to develop tools for teaching videogames in the English and Literacy classroom. The article argues, by drawing on the debate between 'narratologists' and 'ludologists', that acknowledging and marking out the key differences between videogame play and the 'reading' or 'consumption' of other media texts is integral to the successful uptake and development of videogame-based and videogame-centred curriculum.

To cite this article: Apperley, Thomas. What Games Studies Can Teach Us about Videogames in the English and Literacy Classroom [online]. Australian Journal of Language and Literacy, The, Vol. 33, No. 1, Feb 2010: 12-23. Availability: <http://search.informit.com.au/documentSummary;dn=731499852992909;res=IELHSS> ISSN: 1038-1562. [cited 28 Mar 17].

Personal Author: Apperley, Thomas; Source: Australian Journal of Language and Literacy, The, Vol. 33, No. 1, Feb 2010: 12-23 DOI: Document Type: Journal Article ISSN: 1038-1562 Subject: Interactive multimedia; Games; Video games--Social aspects; Video games--Moral and ethical aspects; Peer Reviewed: Yes Affiliation: (1) University of New England

Database: Humanities & Social Sciences Collection