Computer games--pushing at the boundaries of literacy.
Beavis, Catherine ; O'Mara, Joanne
Introduction
The project Literacy in the Digital World of the Twenty First
Century (1) was particularly concerned with what might be offered to
English and literacy curriculum and pedagogy through researching and
teaching with and about video games or computer games. Computer games
raise particular challenges when conceptualised as textual forms, given
their powerfully interactive nature, the ways in which they rely on
action to proceed and the ways in which gameplay and time (real time,
game time) are ephemeral and difficult to replicate exactly between
instances of play. Within games studies arenas, claims as to whether
games should be conceptualised as narrative or play (the
'narratology/ludology' debate) (Aarseth 1997, Juul 2001) and a
resistance to the use of paradigms drawn from fields such as literature
or cinema to describe games and gameplay (Aarseth 1997), have shaped the
emergence of the field. While the polarisation implied by such positions
has been largely replaced by a recognition of the coexistence to varying
degrees of both dimensions, action and narrative (e.g. Frasca 2003,
Salen and Zimmerman 2003) it remains the case that, from the point of
view of both games studies and literacy, computer games present boundary
issues in terms of definition and engagement with respect to literacy.
In particular, dimensions such as play, interactivity, action, movement,
time and ephemerality raise questions about the limits and possibilities
of constructing games as texts and gameplay as literacy practices,
positioning computer gaming as requiring what Kress (2006) terms a new
disposition to text. Clearly, a range of textual and literate practices
are entailed in playing video or computer games, with the reader/
player's construction of the narrative they create each time
literally shaped by both player and machine (Galloway 2006). It is also
the case that games work compellingly as puzzles and as play, and as
'learning machines' (Gee 2003), where the skills and knowledge
entailed in playing or making games move well beyond learnings
constrained to individual and specific curriculum areas such as English
or Technology.
In this paper, two of the team members, Catherine and Jo, describe
curriculum units undertaken by teachers in the schools in which each of
us worked. We use these cases to document and promote approaches to the
study and use of digital games, and the opportunities offered by the
incorporation of games into the curriculum to open up space for students
to be critical makers and users of these multimodal forms. We outline
key features of each unit, focusing on the ways in which the teachers
broached the challenges, opportunities and dimensions offered by
computer games with their students in the middle years of secondary
school. Our thinking around these units has been powerfully shaped by
discussions from Kress (2006) and others about new dispositions to text,
and by calls from Alverman (2008), Corio, Knobel, Lankshear and Leu
(2008) and others, for greater research and reflection on the
implications of adolescents' online literacies for the teaching of
literacy.
The two units differently address the promise and opportunities
provided by the incorporation of computer games. Both are set in
Catholic Boys Schools. In the first example, described by Catherine,
Mark uses games to specifically develop critical literacy and research
skills, positioning the students as researchers into gaming texts and
practices in a way that capitalises on the students' engagement and
interest. He is working within the formal parameters of English
curriculum, anchored in concerns with text and textual analysis of
written and multimodal text. The second example, as described by Jo,
shifts the focus from teaching critical perspectives and reading onto
production and design. She presents John's work in using game
design in the classroom, as he utilises 21st century ways of working and
web 2.0 communication practices as the framework for classroom
organisation, management and behaviour.
Case study 1: Working with games as texts: reflexivity and analysis
Mark works in a large Catholic Boys School with a strong emphasis
on supporting boys and increasing literacy and engagement. Trained as a
Media and English teacher, Mark was interested to explore angles for
teaching with and about videogames that would foster the development of
close reading, critical analysis and reflexivity about the role of games
in students' lives and their interactions with games, and of the
ways in which games were shaped and marketed to appeal to different age
groups. Working with his Year 9 English class of boys aged about 15,
Mark structured his unit around exploring the twin themes of
representational violence--'violence as text'--and
retrospective reflection on students' earlier gaming selves. Mark
had been interested in a recently released report on computer games
(Brand 2007) and their 'affirmation of games in context'. He
began the unit by surveying his students about their playing of console
games. Taking The Simpsons Hit and Run, and Grand Theft Auto IV, he
structured the unit around a comparative analysis of the two games, and
of the playing styles, expectations and structures of games pitched at
younger and older young people respectively. Reviews of both games from
the GameSpot (2) site were downloaded for discussion and analysis.
As part of the work in this section of the unit, students were
asked to undertake their own analysis of games of interest to them.
Their reports frequently demonstrated their mastery of the review genre
both in writing and in online multimodal form, a deep knowledge of
specific games and the gaming environment, and the capacity to
anticipate what new players would need to know, while also assuming a
shared degree of internet savviness and knowledge. Thus Stephen, for
example, prepared a detailed account of Halo 3 with embedded images for
his Gameplay report. Sections included 'Online gameplay',
'Games Online'--with subheadings, 'ranked', and
'social'--and 'Major League Gaming'. In his own
words, but utilising the language of games, he introduced the game,
outlined what to expect, and what players need to do to play the game.
At the end of his review, he provided his name in the everyday world,
his hotmail name and address, together with his online character's
name, under which 'he can also be found playing on XBOX LIVE'.
Marketing and audience: Observing a younger player
As with much critical literacy curriculum addressing texts of
multiple kinds, part of the rationale for this unit was to help students
become more reflexive and aware of the components and appeal of games,
their generic features and the ways they are presented and marketed to
appeal to different audiences. Drawing on the principle that it is
easier to identify aspects such as ideology or generic conventions in
texts somewhat removed from those with which one is immediately engaged,
Mark structured the next section of the unit around a young boy's
playing of a much simpler game than those most of these students played
currently, but one they would all be familiar with. He showed his
students a video of an 8-year-old boy playing The Simpsons Hit and Run
on a small TV propped on top of a dressing table in his parents'
bedroom. In the video, the young boy, James, plays the game on a Play
Station 2. James focuses avidly on the small screen, occasionally
talking to himself as he negotiates a tricky move, and physically
turning from side to side as he moves the controls. The game is a little
difficult for James, but he persists, something Mark attributes to
James's love of the Simpsons from TV, together with his
determination to master the game.
After students had viewed the video, Mark asked them to think back
over what they had seen, and to analyse James's gameplay. He asked
them to think about different aspects of the young boy's gameplay
that were similar or different to their own, and to speculate about what
the implications of these similarities and differences might be.
One set of questions related to the physical, embodied dimensions
of gameplay. What did they notice about James's movements, and his
physical relation to the screen? Did he seem bothered by the size of the
screen, and if not, why not, in their view? They were invited to observe
his body language, to comment on his skills and knowledge and on
physical aspects of his gameplay; to discuss the role of elements such
as camera angle and sound in contributing to the pleasure and atmosphere
of the game, and whether and in what ways the game worked as violent or
funny. Analysis of James's play was a springboard to reflecting on
their own gameplay skills, knowledge and histories. They were asked to
make comparisons with themselves as younger players--what they knew then
and what appealed to them at that time, in comparison to what and how
they played currently; what skills they had learned playing games,
whether console games 'helped you in some ways with your ability as
a student' and to outline how they would teach a 7-year-old to play
The Simpsons Hit and Run.
Knowing what to look for, knowing how to play
In their work, the boys drew attention to differences in focus,
strategies and awareness between younger and older players. Knowing what
to look for, and knowing how to play, were key qualities the students
focused on when analysing James's play. Tim, for example, argued
that the nature of attention--what got attended to--differed between
novice and more experienced players:
some players pay attention to the minor details and stuff like the
map, but when you're young you just focus on the game, as you know
it, that's what you do. So when the oldies sort of pick up looking
around the screen and stuff and you actually see like the different
things, then you want to know what that means.
A second difference concerned the degree of prior information and
background knowledge a player needed or might want before beginning the
game. They believed there were significant differences between
themselves and younger players when it came to gameplay. For many
players, intertextual knowledge, paratexts and cross media narratives
play an important role in providing the impetus for and pleasure in
gameplay. While conscious that many players don't read the manual,
or seek out information about the back-story or how to play the game
prior to beginning, students felt this was particularly likely to be the
case for younger players. They juxtaposed their own practices with what
they saw, and argued that in the case of The Simpson's Hit and Run,
at least, knowledge of the characters and scenarios were the primary
drivers and organisers of gameplay. They believed that for players of
James's age the kinds of intertextual knowledge that provided this
impetus was more likely to come from related media, such as TV, rather
than from paratexts specific to the game. The manual and other
contextual information about the game was rarely if ever used:
Because the game is based around characters that people know, like
everyday, people can actually say I know the Simpsons and they
don't really [but] they just start playing it because they just
want to, and they don't really pay attention to anything else.
Because they're younger, they just say 'Oh, I want to start
playing, oh give me a shot' instead of paying attention to the
minor details.
Critical visual literacy
A driving force for Mark was to help students become more analytic,
reflective and critical about texts such as these. Following their
activities looking at James as a younger player, he drew on his
background as a Media Studies teacher to take on games more immediately
part of his students' contemporary world. He created a PowerPoint
collection from a range of sources, and asked students to identify key
features. Images from Grand Theft Auto IV were juxtaposed against shots
of parallel scenes from television and print media reportage of similar
events, which students were asked to analyse in detail. In order to do
so, students needed similarly to draw on pre-existing textual knowledge,
with questions designed to develop their capacity to identify specific
elements and their effect, including camera angle, characterisation,
composition, cross referencing to related texts and so on. By combining
The Simpsons Hit and Run, a game for younger players featuring
universally known characters, and based on the more 'adult'
but similarly well known Grand Theft Auto III, with analysis of images
and screen shots from the recently released Grand Theft Auto IV, the
unit provided a context to develop critical awareness and analysis of
the ideological and textual dimensions of games, and of their own
engagement as players.
The unit enabled exploration of such factors as the appeal of games
and gameplaying and how that changed according to age; the kinds of
knowledge and understandings that needed to be utilised to play games;
features of genre and form; intertextual referencing within and across
platforms and generic forms; industry and marketing dimensions, the
interpellation of young players, semiotic analysis, and discussions
about representation, representational violence, and the
violence/effects debate.
Case study 2: Teaching game making and new ways of working
The Year 8 students at a regional Catholic Boys College make
computer games with their teacher, John, within a semester of Multimedia
Studies. Having already completed a semester of Multimedia in Year 7
(where all students have learned to make simple animations, manipulate
images and construct other multimedia texts) in addition to skills they
have gained through their engagement with new media outside of the
classroom, the students come into the unit ready to design, construct
and play their own games. In this case study, I (Jo) discuss three
specific aspects of this work--firstly, the multi-literacies that the
students utilise in their game construction; secondly, John's
creation of what I call the 'wall-less classroom', as he
organises the learning space to extend beyond the classroom walls; and
thirdly, the ways in which the innovative classroom practices are
dependent upon the relationships that John builds between himself and
the class and between the students of the class.
Multi-literacies in game construction
The students use Game Maker for their game production. It is freely
available at http://www.yoyogames.com, is easily installed on PCs
(Windows only), and is well supported through the Yoyo Games site.
Within the course, John has a commitment to using free software or
software that comes with the computer, in order to show the students the
potential of what they already have access to, rather than for them to
think that they always need to purchase specific software or upgrade
their computer. He explicates this view to the students and critiques
the consumerism around computers. The Game Maker software is very
successful in the school--last year every student made a playable game,
and both teacher and students were very proud of this. The program
enables the students to easily make games that include complex graphics
without having to use programming languages. This means that the
students focus on designing and making the game rather than how to work
the program. It is possible to make very sophisticated games using this
software, and the games that I played that the Year 8s had made were
impressive.
In the production of the game, the students are involved in a wide
range of design activities that can be categorised using the
multi-literacies framework (New London Group, 1996). In categorising the
tasks involved in the game making, I will describe some aspects of the
design that most of the students completed in production of their games,
before categorising the literacy skills I identify in each task.
The students begin their game making by developing an idea for the
game and then planning how the game might work and what it might look
like. This basic design requires students to utilise all multi-literacy
skills, at least in imagination, as they think through the gaming space
they will create and the various gaming elements they might use. They
then create the resources for the game. These usually include sprites
(little figures that can move around in the game world), and sounds and
other effects that they will later insert into the game. For instance,
to make a sprite, the student can either draw an image (using tools
within Game Maker or another program) or import an image into the
program to use. When doing this, audio and visual literacy skills are
used, as selections are made about the overall aesthetics of the game,
narrative elements (how the shape and look of the sprite will impact
upon and shape the story) and sounds that might accompany the movement
or actions of the sprite. I made a sprite from a funny headshot of
myself. I then recorded two different sound effects for my sprite--a
yelp of pain that I planned to use as the sound the sprite would make
when it hit a wall and a gleeful sound that it could make when it leapt
over something. While these are simple resources for the game, there are
complex design and planning elements involved in their production that
draw upon quite sophisticated multi-literacy skills, particularly in the
areas of design/visual literacy and planning for gestural/ spatial
aspects.
After resources have been built, sprites need to be told what to do
and linked to each other. So for instance, my sprite needs to be told
how to move and where to move and to react to hitting the wall by
playing the yelp of pain track and to react to leaping by playing the
gleeful sound. While the students do not need to use programming
languages to do this, they have to start thinking in very different ways
about how the parts of multimedia are constructed, and how the parts
relate to each other. The next logical stage is to design an opening
room or grid layout. To do this in Game Maker you can work initially
from a grid pattern and design a shape (like a maze for the sprite to go
through) or various other configurations. The design of the room is very
important because it shapes the pacing and difficulty of the game, and
the students spent a lot of time tweaking their rooms in the various
levels they create. As the students design the three-dimensional spaces
and program the sprites to move within them they are using visual and
spatial literacy skills--spatial in thinking through three-dimensional
virtual space, designing the ways in which this space can be navigated,
visual in terms of the aesthetics of the layout and aesthetic choices
made in the room production.
Even in this snapshot you can see that all aspects of currently
described multi-literacy practices are used in this work, often all of
them simultaneously. It is also clear to me that new textual forms have
a temporal dimension, the design and usage of which is a literacy skill
that should be included in the multi-literacies model. The ability to
shape texts in terms of both anachronous and synchronous timing, the
aesthetic qualities of the way time is manipulated and played out in
texts such as those created by the students in Game Maker and the
manipulation of time in dramatic space come to mind as clear examples of
this.
Boys also utilise their understanding of genre in game design. A
wide variety of game genres are possible, including shooter games, find
and seek games, strategy games, adventure games, arcade games and puzzle
games. Designing a game in a particular genre requires using the game
attributes and sometimes the style of narrative plotline from that
genre, and the students draw on their prior knowledge in this aspect of
game construction from games that they have already played to enhance
their own games and as a model for gameplay. One boy explained how he
based the design of how the player moved between levels on how that
aspect is structured in a commercial game. The students do this in a
very conscious way, aiming to make their games as fun to play as
possible. Some of the students put a great deal of effort into the
narrative that structures the game, and this becomes a key feature of
the game itself. Games that have this focus often had the humour, wit
and sense of fun embedded in them that one would expect of Year 8 boys,
and when a player played through the different levels of the game,
something humorous (for Year 8 boys) would happen. The students felt
real enjoyment is creating these elements in the games--because they
were all making them for others to play (and have fun with).
The wall-less classroom
In the teaching of game making, John consciously tried to emulate
the type of work practices that he imagines that the boys will encounter
when they are in the workplace of 2020. I call this 'the wall-less
classroom', because the students' work is located both within
and beyond the classroom walls, the boundaries of the classroom
extending infinitely into the online world. The classroom is organised
so that students can collaborate with and rely on each other for new
information rather than constantly turning to the teacher. From the
first Game Maker lesson, John sets up the idea that the students will
use him as the last resort in finding out how to do things beyond what
he demonstrates. This is not a 'slack way out' for him, as he
knows the program intimately, but is a way of ensuring that the students
develop their knowledge-finding resources. He shows the students the
vast on-line community attached to Game Maker usage, with video
tutorials available for most aspects of game making; Community WIKI and
discussions; the possibility to upload games made for others to use; and
structures the class so that they access these on a 'by
demand' basis. In engaging with this community to seek additional
information, students use a range of multi-literacy practices as they
read instructions, post questions, reply to postings, read reviews, play
instructional videos, follow diagrams; navigate the site and play their
way through games posted as exemplars.
Classroom relationships and learning
In some ways it is obvious that developing a network of positive
relationships within the classroom is a given for a successful
experience, but too often we create disembodied curricula that focus on
classroom planning, ignoring the importance of the social context of the
classroom. In this case, the curriculum design and relationship
development are mutually supportive, however, the success of the Game
Maker usage in this case would not have been as far reaching without
John's work on social aspects of the class. John was a very
positive role model to them, constantly and openly encouraging and
supporting the students, praising each one as they achieved something
beyond themselves. In addition to the keen attention to where each
student is at, and the pairings of students for information and help
seeking as described earlier, the games are all shared in both formal
and informal ways for feedback. When the games are at a first draft
stage, the boys share them with each other in a community space, and
they provide constructive feedback to each other about how the games
work, what is fun, and any ideas that they have for improvement of the
game. In this way, the classroom is a model for collaborative learning
that uses the affordances of new technologies, but also relies on trust
for its success. The students really enjoy playing each other's
games, and gave high levels of recognition and support to each other.
When they were interviewed, they were very generous about the work of
other students, and they attributed great design features or games that
were particularly fun to play to other boys in the class.
It is only possible for a teacher to step back from the role of
delivering the curriculum out the front to creating a wall-less
classroom that has no designated 'front' if teacher and
students trust one another. The repertoire of multi-literacy practices
developed through the game making, the wall-less classroom and the ways
in which the classroom relationships are structured, position the
students in the world of 21st century textual collaboration.
Conclusions
Playing computer games entails the use of a wide range of literacy
practices--both 'traditional' and 'new'. Successful
gameplay entails simultaneous attention to a number of elements,
including on screen semiotic signalling and juxtapositioning, contextual
understandings of play and plot structures, related narratives and
genres, games' affordances and organisation and kineiconic (Burn
and Parker 2005) elements of play. Recognising and mediating between
features such as these entail complex literacy understandings and
skills. At the 'on screen' level, in reading these multimodal
texts players are required to identify (often constantly changing)
individual elements, while simultaneously knowing what these elements in
combination signify or mean. They are required to manipulate and change
both elements and combinations as they play, so that play becomes
analogous to writing--the management of elements in combination
entailing multimodal 'creativity'--within the frame provided
by the game. In some games, or with some software, as outlined in case
study 2, this 'writing' or making extends beyond the
parameters prescribed within the game, to allow players to be more
deeply agential in writing back or creating something new and different
in making their own characters, scenarios etc, extending to quite new
games.
A second set of literacy practices entails the activation of
intertextual and intergeneric knowledge, necessary to recognise the
scenario and conventions and to know how to understand and play the
game. This knowledge includes both older forms of related narratives,
characters, genres etc, which pre-exist the game whether literary,
filmic, games-based or from elsewhere, and those 'paratexts',
as Consalvo (2007) describes them, that 'spring up like
mushrooms' (Consalvo 2007, p. 8) around the game. Such paratexts
might include reviews, websites, forums, magazines, walk throughs,
cheats, Machinima and more. The notion of paratexts provided a useful
framework for theorising around games and literacy, and students'
utilisation and production of both print and digital forms (Walsh and
Apperley 2008).
Many of the practices in evidence, and the resources drawn upon by
John's students in their work with Game Maker, are recognisably
'literacy' practices, albeit many are in multimodal forms.
However, much of what John's students do in the design and
construction of their games goes well beyond what most literacy or
English teachers (and curriculum) would consider as literacy, and beyond
the kinds of knowledge and resources literacy and English teachers draw
upon. If being literate entails the capacity to design and produce as
well as read and analyse texts of many kinds, it may be that working
with computer games entails moving outside traditional boundaries of
curriculum as currently conceptualised, in the context of
multiliteracies and the digital world. Further, current iterations of
literacy theory, including those addressing multiliteracies, cannot yet
fully account for such dimensions of gameplay as time and interactivity.
If multimodal 'texts' and other digital communicative forms
are to become part of curriculum in schools, further work is required to
develop theoretical frameworks and forms of curriculum organisation and
pedagogy that can adequately respond to the rich texts and engagements
students participate in in much of their out of school worlds.
These case studies show two teachers who work in conventional
school settings and have grown up with traditional dispositions to text
themselves, designing innovative curriculum that develops new textual
skills in their students. They are working towards closing the gaps of
practice between students' textual experiences. Computer games,
because of their inherent qualities, immediately shift the classroom
attention towards innovation in working with new textual types, and
towards revisioning the English curriculum in the contexts of the
digital world, and young people's experience and needs in digital
times.
References
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http://www.rockstargames.com/ grandtheftauto/
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Catherine Beavis and Joanne O'Mara
School of Education and Professional Studies, Griffith University
& School of Education, Deakin University
(1) Beavis, C., Bradford, C., O'Mara, J., Walsh, C.: Literacy
in the Digital World of the Twenty First Century: Learning from Computer
Games. Australian Research Council 2007-2009. Industry Partners: The
Australian Centre for the Moving Image, The Victorian Association for
the Teaching of English, The Department of Education and Early Childhood
Development, Victoria. Research Fellow: Thomas Apperley, Research
Assistant: Amanda Gutierrez
(2) For more on Gamespot, see http://au.gamespot.com/