Skip to main content

Gaming, Identity, and Literacy

  • Chapter

Abstract

Many of the games discussed in this book fall into the categories of shooter games (e.g., James Bond games, Counter-Strike), simulation/strategy(Civilization), or sports games. Most of these games are played on video consoles, and all of them feature graphical representations as a primary element. Neither of these qualities describes the games explored in this chapter, which deals with the genre of Interactive Fiction (IF). IF games are played only on computers and they are entirely text based. IF games trace their origins to the rise of computing and to paper-and-pencil role-playing games, such as Dungeons and Dragons during the 1970s. IF’s first games Adventure and Zork were also among the first computer games and led to the creation of Infocom, one of the most successful computer game companies of the 1980s. While IF games are no longer commercially viable, they are still being created, downloaded, and played by members of various Internet groups.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   59.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   79.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  • Gee, James Paul. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.

    Google Scholar 

  • King, Brad, and John Borland. (2003). Dungeons and dreamers: The rise of computer game culture from geek to chic. New York: McGraw-Hill.

    Google Scholar 

Download references

Authors

Editor information

Editors and Affiliations

Copyright information

© 2007 Cynthia L. Selfe and Gail E. Hawisher

About this chapter

Cite this chapter

Keller, D., Ardis, P., Dunstan, V., Thornton, A., Henry, R., Witty, B. (2007). Gaming, Identity, and Literacy. In: Selfe, C.L., Hawisher, G.E., Van Ittersum, D. (eds) Gaming Lives in the Twenty-First Century. Palgrave Macmillan, New York. https://doi.org/10.1057/9780230601765_5

Download citation

Publish with us

Policies and ethics