Literacy at play: an analysis of media literacy games used to foster media literacy competencies

Media literacy is considered one of the key competencies to acquire in the 21st century. With games being recognized as having a large potential to train and educate, a wide range of games focusing on media literacy related topics such as fake news games, digital privacy, personal media habits, and...

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Main Authors: René Glas, Jasper van Vught, Timo Fluitsma, Teresa De La Hera, Salvador Gómez-García
Format: Article
Language:English
Published: Frontiers Media S.A. 2023-06-01
Series:Frontiers in Communication
Subjects:
Online Access:https://www.frontiersin.org/articles/10.3389/fcomm.2023.1155840/full
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author René Glas
Jasper van Vught
Timo Fluitsma
Teresa De La Hera
Salvador Gómez-García
author_facet René Glas
Jasper van Vught
Timo Fluitsma
Teresa De La Hera
Salvador Gómez-García
author_sort René Glas
collection DOAJ
description Media literacy is considered one of the key competencies to acquire in the 21st century. With games being recognized as having a large potential to train and educate, a wide range of games focusing on media literacy related topics such as fake news games, digital privacy, personal media habits, and practical media skills have sprung up over the years. All claim to foster media literacy skills and competencies. This begs the question how these games generally frame and understand media literacy, what competencies and skills they actually focus on, and through which game design choices. This paper thus asks: how media literacy games are designed to foster media literacy? Taking the Dutch Media Literacy Competencies Model as a departure point, we answer this question using a thematic analysis of 100 media literacy games and formal analysis of a smaller heterogeneous sample consisting of 12 games. We present a series of key findings involving the prominent presence of certain topics and competencies in the dataset, as well as prevalent design choices, allowing for a discussion of the current landscape of literacy games and underlying competencies and future potential for development.
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spelling doaj.art-5803ea83297c4c209ca110ac57ae547d2024-02-27T11:54:54ZengFrontiers Media S.A.Frontiers in Communication2297-900X2023-06-01810.3389/fcomm.2023.11558401155840Literacy at play: an analysis of media literacy games used to foster media literacy competenciesRené Glas0Jasper van Vught1Timo Fluitsma2Teresa De La Hera3Salvador Gómez-García4Department of Media and Culture Studies, Utrecht University, Utrecht, NetherlandsDepartment of Media and Culture Studies, Utrecht University, Utrecht, NetherlandsDepartment of Media and Culture Studies, Utrecht University, Utrecht, NetherlandsDepartment of Media and Communication, Erasmus University Rotterdam, Rotterdam, NetherlandsDepartment of Journalism and Global Communication, Complutense University of Madrid, Madrid, SpainMedia literacy is considered one of the key competencies to acquire in the 21st century. With games being recognized as having a large potential to train and educate, a wide range of games focusing on media literacy related topics such as fake news games, digital privacy, personal media habits, and practical media skills have sprung up over the years. All claim to foster media literacy skills and competencies. This begs the question how these games generally frame and understand media literacy, what competencies and skills they actually focus on, and through which game design choices. This paper thus asks: how media literacy games are designed to foster media literacy? Taking the Dutch Media Literacy Competencies Model as a departure point, we answer this question using a thematic analysis of 100 media literacy games and formal analysis of a smaller heterogeneous sample consisting of 12 games. We present a series of key findings involving the prominent presence of certain topics and competencies in the dataset, as well as prevalent design choices, allowing for a discussion of the current landscape of literacy games and underlying competencies and future potential for development.https://www.frontiersin.org/articles/10.3389/fcomm.2023.1155840/fulldigital gamesmedia literacydigital literacyliteracy competencieseducational games
spellingShingle René Glas
Jasper van Vught
Timo Fluitsma
Teresa De La Hera
Salvador Gómez-García
Literacy at play: an analysis of media literacy games used to foster media literacy competencies
Frontiers in Communication
digital games
media literacy
digital literacy
literacy competencies
educational games
title Literacy at play: an analysis of media literacy games used to foster media literacy competencies
title_full Literacy at play: an analysis of media literacy games used to foster media literacy competencies
title_fullStr Literacy at play: an analysis of media literacy games used to foster media literacy competencies
title_full_unstemmed Literacy at play: an analysis of media literacy games used to foster media literacy competencies
title_short Literacy at play: an analysis of media literacy games used to foster media literacy competencies
title_sort literacy at play an analysis of media literacy games used to foster media literacy competencies
topic digital games
media literacy
digital literacy
literacy competencies
educational games
url https://www.frontiersin.org/articles/10.3389/fcomm.2023.1155840/full
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AT timofluitsma literacyatplayananalysisofmedialiteracygamesusedtofostermedialiteracycompetencies
AT teresadelahera literacyatplayananalysisofmedialiteracygamesusedtofostermedialiteracycompetencies
AT salvadorgomezgarcia literacyatplayananalysisofmedialiteracygamesusedtofostermedialiteracycompetencies