Article Review: Revisiting Literacy through Gaming
“But even more, and specifically in terms of gaming, we argue that the very nature of games themselves, as rhetorically rich and performative spaces, serves to help students, with the right guidance, become much more aware of, familiar with, and conversant with the varieties of literacy and literate performance that different rhetorical situations may demand, prompt, or require.”
– Jonathan Alexander and Elizabeth Losh ( 2010)
Alexander, Jonathan and Losh, Elizabeth. (2010). “Whose Literacy Is It Anyway? Examining a
First-Year Approach To Gaming Across Curricula.” Currents in Electronic Literacy.
As indicated in the article “Whose Literacy Is It Anyway? Examining a First Year-Approach to Gaming Across Curricula,” written by both Jonathan Alexander and Elizabeth Losh, they mention how a rising number of compositionists and rhetoricians are focusing their attention to the details and aesthetics of video games and how gaming can be transferred over to the teaching of reading and writing. Of course, that detail is of no surprise, considering the fact that technology continues to progress throughout the 21st century as more and more classroom instructions are starting to become much more involved with various forms of media and technology. In doing so, there has been outlets for instructors to include visual texts within their teaching pedagogies. Interestingly enough, video games are one of the many forms of visual texts that are being included in the pedagogical conversation. Additionally, video games are also being considered as another example of literary form and as vital tools for students to hone their skills in literacy. Nevertheless, the purpose behind Alexander’s and Losh’s article is to contribute to the ongoing conversation on the debate with using video games as tools for literacy.
What had once been considered as either “mindless” or “for entertainment purposes only,” video games are now making its way into the academic conversation as well. In the introduction of Alexander’s and Losh’s article, they state on the importance of scholars continuing their responses and participation to this debate on gaming and academia. They reveal that “James Paul Gee first argued that video games support many literacy practices and exemplify a model for successful situated learning in What Video Games Have to Teach Us about Learning and Literacy” (Alexander and Losh, 2010).
They then continue state that since Gee’s theory on gaming and its connection with education and literacy, many researchers have
“begun to question how the literacy movement has attempted to colonize game culture by channeling subversive behaviors into supposedly productive and normative conduct. They have also drawn attention to the naïveté of presuming that proprietary platforms and machine code would be transparent enough to novice learners to model the literacy practices of initiates” (Alexander and Losh, 2010) In consideration of these perspectives, Alexander and Losh are aware of critics’ concerns since they are aware of Gee’s generalizations being made on gaming and how it essentially becomes another pedagogical conversation in itself considering that the concepts of gaming and coding doesn’t appear to coexist with the teaching pedagogy of reading and writing. Additionally, it raises questions on whether intermixing theory of literacy and gaming is even necessary at all. Yet, Alexander and Losh bring up the issue on how there appears to be more speculative theory rather than contributing with actual studies on these disciplines combing forces into the teaching literacy. Both authors then ask the question “What does a multi-disciplinary approach to gaming offer students, both in terms of their ability to think critically about games as games, but also in terms of their ability to reflect critically about complex contemporary communication practices and how different disciplines might use awareness of those literacy practices to build and communicate knowledge production?” (Alexander and Losh, 2010).
This question serves as a hypothesis for their study on a first year year-long multi-disciplinary course which also key points into the main heart of their argument. The main purpose of their argument is the fact that the concepts of gaming can be an useful tool for literacy if given the right guidance and preparation by instructors. It has potential in providing a metacognitive awareness between the digital and literary text through rhetorical analysis. It all depends on the structure of the teaching pedagogy and whether the topics in discussion are congruent with the mechanics and theory of gaming (Alexander and Losh, 2010).
The majority of their article devotes their observation and study of a course called “Computer Games as Art, Culture, and Technology” held at University of California in Irvine. The course was taught by three faculty members from Informatics, Computer Science, and Media Studies. The task at hand was to provide guidance for students in developing their critical thinking skills with computer gaming and gaming studies while also fulfilling their general education requirements for humanities, social sciences, and writing. Thus meant that students were not expected to just study the concepts of gaming and design but to also incorporate the digital into their analysis. Of course, the authors are concerned with the use of computer games in teaching pedagogy, especially in regards on the complexities of gaming and whether that could translate well into the notions of literacy. The questions being raised are on just how faculty and students can navigate through the complex layers of gaming literacy and language literacy, considering that gaming and writing are both so vast in various layers. (Alexander and Losh, 2010). They then continue with “Put another way, while Gee might be correct in asserting that “[w]hen people learn to play video games, they are learning a new literacy” (13), we would amend his comment to say that they are learning new literacies and that those literacies might look very different than the traditional literacy skills advocated for by compositionists. And while we may agree that such academic authoring skills are important, we want to forward the notion that a multi-disciplinary study of gaming may more successfully advance a complex meta-awareness of multi-literacies and rhetorical awareness—and that such awareness may ultimately be more significant than the completion of a standard academic research essay” ( Alexander and Losh, 2010). Essentially, the authors do contrive to a consensus on how such complexities can still be a possibility. In consideration to Gee’s identification of video games as a “new literacy,” that itself can generate a new option in literacy that further expands from the traditional standard of what makes an academic essay. Their amends to the term “new literacy” basically is an indication that despite video games being a different form of literacy, it still serves as potential for teaching literacy in an academic institution. Therefore, students can uncover new ways in further developing critical writing and thinking skills through critical reading of gaming.
Continuing onward with the authors’ observation, the article further explains the course, citing specifically on gaming critic Ian Bogost’s theory on how gaming is “a prime example of a “cultural artifact that straddle[s]” both humanistic and technologically-oriented disciplines” (Alexander and Losh, 2010). They continue to state on how Bogost argues that if gaming were to be discussed in the same vein as with literature, then there has to be a willingness to create a bridge between computer science and technology studies. Upon doing so, there has to be an awareness of the difference in rhetoric with gaming. Which, as indicated in this article, was the attempt with the course since it required students to not just interpret the game as a literary genre but to also interpret its dimension of algorithm and its game space. And so, it would go deeper than what they know from knowledge and gaming experience but requires them to delve into the complexities of coding. This of course, lead into some difficulties for many students since they couldn’t just interpret on the surface but to also interpret and interact with the complexities of the gaming interface itself. Nevertheless, both Losh and Alexander theorized that either way students gained and developed a new understanding for gaming. It also pushed them to push their perspectives on gaming and to push that further with their schema of literary theory by thinking about the technological game space itself. The article concludes that gaming has potential in offering students a more complex rhetorical awareness and can serve as another option for further students to further develop meta-cognitive skills since the allegories of the literal coding space and overall gameplay can be parallel to how one approaches reading and writing literary text (Alexander and Losh, 2010).
In regards to this article as a whole, I feel that this serves as importance for the conversation on utilizing visual texts in an integrated reading/writing classroom. While I feel the article could’ve benefitted on a more in-depth case study which included a more intensive look on actual work from students, it overall provided a rather interesting perspective to think on. In a sense, it challenges its gaming audience by not just theorizing on games by its surface but to really think about the technological mechanics contained in such visual texts. Therefore, it also puts emphasis on how it can potentially be a practicing tool for students in furthering their literacy and encourages students to continue practicing their rhetoric through other disciplines. All in all, I feel that this article was beneficial for my interest and taught me on how evaluating visual texts should go beyond than what we can literally see.