Advertisement

How Can Video Games Facilitate Information Literacy?

  • Ioanna-Ersi Pervolaraki
  • Emmanouel Garoufallou
  • Rania Siatri
  • Georgia Zafeiriou
  • Sirje Virkus
Conference paper
Part of the Communications in Computer and Information Science book series (CCIS, volume 552)

Abstract

The goal of this paper is to provide a systematic review of the literature on the adoption of video games by educational institutions and libraries in order to facilitate learning and literacy including information literacy among adolescents and young adults. Relevant documents published in a variety of databases between 2003 and 2015 were identified and analyzed. The literature review was organized around five emerging areas: video game literacy, video games in education, game design benefits, video games for reading and writing, and video games and public libraries. These categories are further discussed in this paper. The paper also summarizes the main problems and challenges libraries and educational institutions face in the adoption of video games. Suggestions how public libraries can use video games to attract more users are provided.

Keywords

Video games Public libraries Adolescents Young adults Literacy Information literacy Game literacy Education Literature review Game design benefits Reading and writing 

References

  1. 1.
    Anderson, C.A., Bushman, B.J.: Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Psych. Scien. 12(5), 353–359 (2001)CrossRefGoogle Scholar
  2. 2.
    Connolly, T.M., Boyle, E.A., MacArthur, E., Hainey, T., Boyle, J.M.: A systematic literature review of empirical evidence on computer games and serious games. Comp. Educ. 59(2), 661–686 (2012)CrossRefGoogle Scholar
  3. 3.
    Nicholson, S.: The Role of Gaming in Libraries: Taking the Pulse. White paper (2007). http://boardgameswithscott.com/pulse2007.pdf
  4. 4.
    Adams, S.S.: The case for video games in libraries. Libr. Rev. 58(3), 196–202 (2007)CrossRefGoogle Scholar
  5. 5.
    Squire, K.: Video games literacy: a literacy of expertise. In: Handbook of Research on New Media Literacies, pp. 639–676. MacMillan, New York (2008)Google Scholar
  6. 6.
    Zimmerman, E.: gaming literacy: gaming design as a model for literacy in the twenty-first century. In: The Video Game Theory Reader 2, p. 23–31. Taylor & Francis, Oxford (2008)Google Scholar
  7. 7.
    Gee, J.P.: What video games have to teach us about learning and literacy. Palgrave Macmillan, New York (2003)Google Scholar
  8. 8.
    Hemingway, P., Brereton, N.: What is a Systematic Review? (2009). http://www.medicine.ox.ac.uk/bandolier/painres/download/whatis/syst-review.pdf
  9. 9.
    Williamson, D., Squire, K., Halverson, R., Gee, J.P.: Video games and the future of learning. Phi Delta Kappan 87(2), 104–111 (2005)Google Scholar
  10. 10.
    Steinkuehler, C., Black, R., Clinton, K.: Researching literacy as tool, place, and way of being. Read. Res. Quart. 40(1), 95–100 (2005)Google Scholar
  11. 11.
    Shaffer, D.W.: How Computer Games Help Children Learn. Palgrave Macmillan, New York (2007)Google Scholar
  12. 12.
    Sanford, K., Madill, L.: Critical literacy learning through videogames: adolescent boys’ perspectives. e-Learn. 4, 285–295 (2007)Google Scholar
  13. 13.
    Moline, T.: Video games as digital learning resources: implications for teacher-librarians and researches. Sch. Libr. Worldw. 16(2), 1–15 (2010)Google Scholar
  14. 14.
    Gumulak, S., Webber, S.: Playing video games: learning and information literacy. In: Asbil proceedings, New Information Perspectives, 63(2/3), 241–255 (2011)CrossRefGoogle Scholar
  15. 15.
    Squire, K.: Video games in education. Intern. J. Intell. Gam. Simul. 2, 49–62 (2003)Google Scholar
  16. 16.
    De Aguilera, M., Mendiz, A.: Video games and education: education in the face of a “Parallel School”. ACM Comp. Educ. 1(1), 1–14 (2003)Google Scholar
  17. 17.
    Squire, K.: Changing the game: what happens when video games enter the classroom? J. of Online Educ. 1(6) (2005)Google Scholar
  18. 18.
    De Freitas, S.I.: Using games and simulations for supporting learning. Learn. Media Tech. 31(4), 343–358 (2006)CrossRefGoogle Scholar
  19. 19.
    Ritterfeld, U., Weber, R.: Video games for entertainment and education. In: Playing Video Games. Motives, Responses, and Consequences, pp. 399–413. Lawrence Erlbaum Associates, Mahwah (2006)Google Scholar
  20. 20.
    Squire, K.D.: Games, learning and society, building a Field. Educ. Tech., pp. 51–54, September/October 2007Google Scholar
  21. 21.
    Ke, F.: Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation. Educ. Tech. Res. Devel. 56(5/6), 539–556 (2008)CrossRefGoogle Scholar
  22. 22.
    Papastergiou, M.: Digital game-based learning in high school computer science education: impact on educational effectiveness and student motivation. Comp. Educ. 52, 1–12 (2009)CrossRefGoogle Scholar
  23. 23.
    Squire, K., Durga, S.: Productive gaming: the case for historiographic play. In: Handbook of Research on Effective Electronic Gaming in Education 1, pp. 200–218. Information Science Reference, Hershey (2009)Google Scholar
  24. 24.
    Annetta, L.A., Minogue, J., Holmes, S.Y., Cheng, M.T.: Investigating the impact of video games on high school students’ engagement and learning about genetics. Comp. Educ. 53(1), 74–85 (2009)CrossRefGoogle Scholar
  25. 25.
    Kebritchi, M., Hirumi, H., Bai, H.: The effects of modern mathematics computer games on mathematics achievement and class motivation. Comp. Educ. 55, 427–443 (2010)CrossRefGoogle Scholar
  26. 26.
    Bourgonjon, J., Valcke, M., Soetaert, R., Schellens, T.: Students’ perceptions about the use of video games in the classroom. Comp. Educ. 54(4), 1145–1156 (2010)CrossRefGoogle Scholar
  27. 27.
    Yang, Y.T.C.: Building virtual cities, inspiring intelligent citizens: digital games for developing students’ problem solving and learning motivation. Comp. Educ. 59(2), 365–377 (2012)CrossRefGoogle Scholar
  28. 28.
    Young, M.F., et al.: Our princess is in another castle a review of trends in serious gaming for education. Rev. Educ. Res. 82(1), 61–89 (2012)CrossRefGoogle Scholar
  29. 29.
    Featherstone, G., Aston, H., Houghton, E.: Game-Based Learning: Latest Evidence and Future Directions. NFER, Slough (2013)Google Scholar
  30. 30.
    Turner, A.J.: Play to pay?: adolescent video game play & stem choice. Commun. Inf. Technol. Annual (Studies in Media and Communications, Volume 8) 8, 55–71 (2014)Google Scholar
  31. 31.
    Beavis, C.: Games as text, games as action. J. Adol. Ad. Lit. 57(6), 433–439 (2014)CrossRefGoogle Scholar
  32. 32.
    Ochsner, A., Ramirez, D., Steinkuehler, C.: Educational games and outcomes. Intern. Encyclop. Dig. Commun. Soc. 1, 1–8 (2015)Google Scholar
  33. 33.
    De Freitas, S.I.: Using games and simulations for supporting learning. Lear. Media Tech. 31(4), 343–358 (2006)CrossRefGoogle Scholar
  34. 34.
    Peppler, K.A., Kafai, Y.B.: What videogame making can teach us about literacy and learning: alternative pathways into participatory culture. In: Baba, A. (ed.) Situated Play, Proceedings of the Third International Conference of the Digital Games Research Association (DiGRA), pp. 369-376. The University of Tokyo, Tokyo, Japan (2007)Google Scholar
  35. 35.
    Buckingham, D., Burn, A.: Game literacy in theory and practice. J. Educ. Mult. Hyper. 16(3), 323–349 (2007)Google Scholar
  36. 36.
    Felini, D.: Media education and video games: an action-research project with adolescents in an out-of-school educational context. In: Youth, Learning and the Media International Conference, pp. 1–14. Zhejiang University, People’s Republic of China, Hangzhou, China (2008)Google Scholar
  37. 37.
    Fabricatore, C.: Learning and videogames: an unexploited synergy. In: The International Conference of the Association for Educational Communications and Technology. http://www.learndev.org/dl/FabricatoreAECT2000.PDF
  38. 38.
    Subrahmanyam, K., Greenfield, P., Kraut, R., Gross, E.: The impact of computer use on children’s and adolescents’ development. J. Appl. Develop. Psych. 22(1), 7–30 (2001)CrossRefGoogle Scholar
  39. 39.
    McKenna, M.C., Labbo, L.D., Kieffer, R.D., Reinking, D. (ed.) International Handbook of Literacy and Technology, vol. 2. Lawrence Erlbaum Associates Inc., Mahwhaw (2006)Google Scholar
  40. 40.
    Gentile, D.A., Lynch, P.J., Linder, J.R., Walsh, D.A.: The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. J. Adol. 1, 5–22 (2004)CrossRefGoogle Scholar
  41. 41.
    Kambouri, M., Thomas, S., Mellar, H.: Playing the literacy game: a case study in adult education. Learn., Media Techn. 31(4), 395–410 (2006)CrossRefGoogle Scholar
  42. 42.
    Harushimana, I.: Literacy through gaming: the influence of videogames on the writings of High School Freshman Males. J. Lit. Tech. 9(2), 35–56 (2008)Google Scholar
  43. 43.
    Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., Vitak, J.: Teens, Video Games, and Civics. Pew Internet and American Life Project, Washington DC (2008)Google Scholar
  44. 44.
    Beavis, C., et al.: Literacy in the digital age: learning from computer games. Engl. Educ. 43(2), 162–175 (2009)CrossRefGoogle Scholar
  45. 45.
    Martin, C., Steinkuehler, C.: Collective information literacy in massively information multiplayer online games. E-Learn. Digit. Media 7(4), 355–365 (2010)CrossRefGoogle Scholar
  46. 46.
    Steinkuehler, C., Compton-Lilly, C., King, E.: Reading in the context of online games. In: Gomez, K., Lyons, L., Radinsky, J. (eds.), Learning in the disciplines, Proceedings of the 9th International Conference of the Learning Sciences, pp. 222–229. International Society of the Learning Sciences, Chicago (2010)Google Scholar
  47. 47.
    Steinkuehler, C.: Video games and digital literacies. J. Adolesc. Ad. Lit. 54(1), 61–63 (2010)CrossRefGoogle Scholar
  48. 48.
    Steinkuehler, C.: The Mismeasure of Boys: Reading and Online Video Games. (WCER Working Paper No. 3). In: University of Wisconsin–Madison, Wisconsin Center for Education (2011). http://www.wcer.wisc.edu/publications/workingPapers/papers.php
  49. 49.
    Rasmusson, M., Åberg-Bengtsson, L: Does performance in digital reading relate to computer game playing? a study of factor structure and gender patterns in 15-Year-Olds’ reading literacy performance. Scand. J. of Educ. Res. 1–19 (2014)Google Scholar
  50. 50.
    Nicholson, S.: Go back to start: gathering baseline data about gaming in libraries. Libr. Rev. (2009). http://librarygamelab.org/backtostart.pdf
  51. 51.
    Nicholson, S.: gaming and literacy: exploring the connections. Digit. Biblioth. 2(4), 42 (2010)Google Scholar
  52. 52.
    Branston, C.: From game studies to bibliographic gaming: libraries tap into the video game culture. Bul. Amer. Soc. Inform. Sci. Tech. 32(4), 24–29 (2006)CrossRefGoogle Scholar
  53. 53.
    Sanford, K.: Videogames in the library? what is the world coming to? Sch. Libr. Worldw. 14(2), 83–88 (2008)Google Scholar
  54. 54.
    Schiller, N.: A portal to student learning: what instruction librarians can learn from video game design. Refer. Serv. Rev. 36(4), 351–365 (2008)CrossRefGoogle Scholar
  55. 55.
    Hallam, B.: Video Games in Public Libraries: Game On. University of the Fraser Valley, Vancouver (2009)Google Scholar
  56. 56.
    Gallaway, B.: Game On!: gaming at the library. Neal-Schuman Publishers, New York (2009)Google Scholar
  57. 57.
    Neiburger, E.: Gamers in the Library?: The Why, What, and How of Videogame Tournaments for All Ages. American Library Association, Chicago (2007)Google Scholar
  58. 58.
    Buchanan, K., Vanden-Elzen, A.M.: Beyond a fad: why video games should be part of 21st century libraries. Ed. Libr. 35(1/2), 15–33 (2012)Google Scholar
  59. 59.
    Cole, M.: Play your way to the top: gaming in libraries. YA Hotline 94, 23–32 (2012)Google Scholar
  60. 60.
    Brown, R.T., Kasper, T.: The fusion of literacy and games: a case study in assessing the goals of a library video game program. Libr. Trends 61(4), 755–778 (2013)CrossRefGoogle Scholar
  61. 61.
    Kirsch, B.A. (ed.) Games in Libraries: Essays on Using Play to Connect and Instruct. McFarland (2014)Google Scholar
  62. 62.
    Shaffer, D.W., Gee, J.P.: The right kind of gate. In: Marayath, M.C., et al. (eds.) Technology-Based Assessments for 21st Century Skills: Theoretical and Practical Implications from Modern Research, pp. 211–228. IAP, Charlotte (2012)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 2.5 International License (http://creativecommons.org/licenses/by-nc/2.5/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

The images or other third party material in this chapter are included in the chapter's Creative Commons license, unless indicated otherwise in a credit line to the material. If material is not included in the chapter's Creative Commons license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder.

Authors and Affiliations

  • Ioanna-Ersi Pervolaraki
    • 1
    • 2
  • Emmanouel Garoufallou
    • 1
    • 2
  • Rania Siatri
    • 1
  • Georgia Zafeiriou
    • 1
  • Sirje Virkus
    • 3
  1. 1.Department of Library Science and Information SystemsAlexander Technological Educational Institute (ATEI) of ThessalonikiThessalonikiGreece
  2. 2.Alcala UniversityAlcalá de HenaresSpain
  3. 3.Institute of Information Studies, Tallinn UniversityTallinnEstonia

Personalised recommendations