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The Hidden Literacies of Massively Multiplayer Online Games

The Hidden Literacies of Massively Multiplayer Online Games
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Author(s): P. G. Schrader (University of Nevada, Las Vegas, USA)and K. A. Lawless (University of South Florida, USA)
Copyright: 2010
Pages: 20
Source title: Technoliteracy, Discourse, and Social Practice: Frameworks and Applications in the Digital Age
Source Author(s)/Editor(s): Darren Lee Pullen (University of Tasmania, Australia), Christina Gitsaki (University of Queensland, Australia)and Margaret Baguley (University of Southern Queensland, Australia)
DOI: 10.4018/978-1-60566-842-0.ch012

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Abstract

Given the multitude of available options, citizens of a globalized, knowledge-based society must have the ability to locate, evaluate, and apply information across sources. Further, the manner in which information is consumed around the globe has become increasingly multimodal. Unfortunately, students are rarely presented with formal opportunities to engage in and with multiliteracies. As a result, there are very few opportunities for researchers to understand the nature of skills necessary to function in a multiliterate world. In serving this purpose, this chapter examines the multiliteracies associated with Massively Multiplayer Online Games (MMOGs). Specifically, it will examine the nature and affordances of the associated technologies as they pertain to the multiliteracies of consumption and production. A call for additional research with direct ties to education is also addressed.

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