Thursday, October 23, 2008

Gaming & Literacy


I remember not so long ago when video gaming was considered an antisocial, non-intellectual activity and was often discouraged. Games would sap creativity, stunt educational growth and hinder our ability to socialize, or so we were told. The overriding gamer stereotype was enough to persuade some parents to keep their children away from games at all costs.

20 years later, advancement in video game technology has led to an increased visibility, bringing the hobby to the mainstream. This has especially occurred in the past 5-10 years as gaming ads, reviews and lingo have left the esoteric confines of specialty magazines and computer stores. Parents and educators are finding innovative ways to use gaming to pique students' interest in other forms of learning, or even using the games themselves as tools for education and social interaction. For some "digital natives" (those who have been raised in an entirely technological / online environment), video games have become a form of literacy as important as text.

Recent thoughts on gaming and learning:

A new Pew Study on gaming debunks the antisocial gamer stereotype, reporting that "virtually all American teens play computer, console, or cell phone games and that the gaming experience is rich and varied, with a significant amount of social interaction and potential for civic engagement. "

The second in a series of New York Times articles entitled The Future of Reading even-handedly covers using gaming as a "gateway drug" to encourage youth reading and literacy. They bring up an interesting recent trend in young adult literature - books being accompanied by interactive online games. The debate raging in the article comments section offers articulate points from both sides of the fence.

Finally, library gaming guru Eli Neiburger tackled the literacy potential of video games in a School Library Journal article last year.

The BCL currently hosts teen gaming events on the second Saturday of every month from 2:30 - 4:00.