Date of Award
12-2021
Document Type
Thesis
Department
English
First Advisor
Timothy Barnett, Ph.D.
Abstract
Video games are an essential part of emergent popular culture, with millions playing games every day. With how popular gaming has become, it is logical to research its full potential as a literacy tool both inside and outside the classroom. This thesis contributes to the discussion of the importance and potential of video games as a literacy tool that can be utilized educationally and through gaming at home. This thesis includes a section for gaming definitions, a literature review on research on video games and their impact on education and literacy skill development, a discussion of video game narratives, and how video games can help bridge the gap between various forms of literacy. The types of video games studied vary from games designed for learning to two of the most popular video games of all time: Minecraft and World of Warcraft. In conclusion, I will discuss and analyze the research based on my opinion of gaming and literacy through my experiences as a gamer.
Recommended Citation
Reich, Jessica, "Video Games and Their Potential as Literacy Tools" (2021). University Honors Program Senior Projects. 28.
https://neiudc.neiu.edu/uhp-projects/28
Included in
Language and Literacy Education Commons, Other Computer Sciences Commons, Other English Language and Literature Commons