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‘Grand Theft South Africa’ games, literacy and inequality in consumer childhoods

‘Grand Theft South Africa’ games, literacy and inequality in consumer childhoods

 2012
 p. 347-361 English
Tác giả CN Walton, Marion.
Nhan đề ‘Grand Theft South Africa’: games, literacy and inequality in consumer childhoods / Marion Walton and Nicola Pallitt
Thông tin xuất bản 2012
Mô tả vật lý p. 347-361
Tóm tắt Discussions of ‘game literacy’ focus on the informal learning and literacies associated with games but seldom address the diversity in young people’s gaming practices, and the highly differentiated technologies of digital gaming in use. We use available survey data to show how, in South Africa, income inequalities influence consumption patterns, shaping experiences of digital games. Two case studies of young people’s play practices involving digital games in Cape Town suggest the fragmentation and inequalities of contemporary play practices and the need for a more inclusive understanding of digital gaming. Mobile phones offer more accessibility than other digital gaming platforms and local appropriations include display of micro-commodities, concealment of outdated technology, control strategies and deletion of functionality. Young people move between multiple overlapping communicative spaces and hence complex cultural articulations arise when global game narratives are appropriated to make sense of racial otherness, crime and politics in South Africa. Since educational curricula cater for highly fractured publics, we ask whether it is advisable to speak of ‘game literacy’. We suggest the need to validate less strongly mediatised forms of play, and to address diverse identification practices in consumer culture, including prestige and status as well as othering and shame
Thuật ngữ chủ đề Ngôn ngữ-TVĐHHN.
Từ khóa tự do Domestication .
Từ khóa tự do Mobile games.
Từ khóa tự do Multiliteracies.
Từ khóa tự do Play.
Từ khóa tự do Game literacy.
Từ khóa tự do Appropriation.
Tác giả(bs) CN Pallitt, Nicola.
Nguồn trích Language and education- 2012, Vol26, N.4
MARC
Hiển thị đầy đủ trường & trường con
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520[ ] |a Discussions of ‘game literacy’ focus on the informal learning and literacies associated with games but seldom address the diversity in young people’s gaming practices, and the highly differentiated technologies of digital gaming in use. We use available survey data to show how, in South Africa, income inequalities influence consumption patterns, shaping experiences of digital games. Two case studies of young people’s play practices involving digital games in Cape Town suggest the fragmentation and inequalities of contemporary play practices and the need for a more inclusive understanding of digital gaming. Mobile phones offer more accessibility than other digital gaming platforms and local appropriations include display of micro-commodities, concealment of outdated technology, control strategies and deletion of functionality. Young people move between multiple overlapping communicative spaces and hence complex cultural articulations arise when global game narratives are appropriated to make sense of racial otherness, crime and politics in South Africa. Since educational curricula cater for highly fractured publics, we ask whether it is advisable to speak of ‘game literacy’. We suggest the need to validate less strongly mediatised forms of play, and to address diverse identification practices in consumer culture, including prestige and status as well as othering and shame
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653[ ] |a Domestication .
653[ ] |a Mobile games.
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