4. Why Librarians Should Care… 97% of U.S. teens 12-17 play video games Source: Pew Research, “Teens, Video Games and Civics” 2008
5. Why Librarians Should Care… 87% of 8-18 year-olds have a game console in their home 8-10 year old boys are the biggest gamers- 73% play on any given day
18. Video Games and Literacy Content vs. Critical Learning 28 2 x 2 x 2 x 2 x 2 x 2 x 2 x 2
19. Video Games and Literacy Semiotic Domains in video games Text is essentially a set of symbols that readers decode All symbols are embedded in specific “domains” Imagine reading a rule book about basketball without ever seeing, playing, or hearing about a game
Have to recognize what games are to utilize them effectively.These ideas come from Everything Bad is Good for You by Steven Johnsonis not to say that these are opposites, one is better than another – I’m just trying to compare and contrast how video games work vs. how books work.Games reward the pleasure-centers of the brain with rewardsGames are less like books and more like story problems (or logic puzzles)