Skip to main content

Relationship Gaming and Identity: Stephanie and Josh

  • Chapter
  • 168 Accesses

Abstract

Composition teachers spend a lot of time reflecting on their students’ identities and the ways in which those identities are or are not expressed, stifled,encouraged, or developed in and around the composition classroom. It is unlikely, however, that many of us think much about whether our students play video games or not and even less likely that we wonder why, or how, or to what ends. Nonetheless, as James Paul Gee (2003) observes in his study of video gaming as a learning environment, the semiotic domains of video games “encourage people new to them to take on and play with new identities” (p. 51). Games require both “taking on a new identity and forming bridges from one’s old identities to the new one” (p. 51). As reflective practitioners in the mode of Hillocks (1995), striving to meet students at Vygotsky’s “zone of proximal development,” composition teachers may find student gaming interests and practices useful in the construction of “environments for active learning” (pp. 54–55), spaces where students can share their experiences of gaming to develop insights that they might not reach on their own.

Video games recruit identities and encourage identity work and reflection on identities in clear and powerful ways.

(James Paul Gee, 2003)

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

  • American Association of University Women Educational Foundation Commission on Technology, Gender, and Teacher Education. (2000). Tech-savvy: Educating girls in the new computer age. Washington, D.C.: AAUW Educational Foundation.

    Google Scholar 

  • American History Timeline. Retrieved April 14, 2004, from http://www.historytimeline.com/Norm/1990-1999.htm

    Google Scholar 

  • Brandt, Deborah. (2001). Literacy in American lives. Cambridge: Cambridge University Press.

    Book  Google Scholar 

  • Carlton, Jim. (1994, May 10). Computers: Game makers study how Tetris hooks women. Wall Street Journal, p. B1.

    Google Scholar 

  • Cassell, Justine. (1998). Storytelling as a nexus of change in the relationship between gender and technology: A feminist approach to software design. In Justine Cassell & Henry

    Google Scholar 

  • Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games (pp. 298–326). Cambridge: MIT Press.

    Google Scholar 

  • Cassell, Justine, & Jenkins, Henry. (1998). Chess for girls? Feminism and computer games. In Justine Cassell & Henry Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and computer games (pp. 2–45 ). Cambridge: MIT Press.

    Google Scholar 

  • Cloutier, Rhoda. (2004, September 20). Online gaming: The new social circle? Mass High Tech, 22 (38), 16.

    Google Scholar 

  • Curtis, Marcia, & Herrington, Anne. (2003). Writing development in the college years: By whose definition? College Composition and Communication, 55, 69–90.

    Article  Google Scholar 

  • Gaudiosi, John. ( 2005, April 17–23). Games growing beyond male demo. Video Store Magazine, 19.

    Google Scholar 

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

    Google Scholar 

  • Gergen, Kenneth, & Gergen, Mary. (1997). Narratives of the self. In Lewis Hinchman & Sandra Hinchman (Eds.), Memory, identity, community (pp. 161–184 ). Albany: SUNY Press.

    Google Scholar 

  • Herz, J. C. (1997). Joystick nation: How videogames ate our quarters, won our hearts, and rewired our minds. Boston: Little, Brown.

    Google Scholar 

  • Hillocks, George. (1995). Teaching writing as reflective practice. New York: Teachers College Press.

    Google Scholar 

  • MacIntyre, Alasdair. (1997). The virtues, the unity of a human life, and the concept of a tradition. In Lewis Hinchman & Sandra Hinchman (Eds.), Memory, identity, community (pp. 241–263 ). Albany: SUNY Press.

    Google Scholar 

  • Newkirk, Thomas. (1997). The performance of self in student writing. Boston: Boynton/Cook.

    Google Scholar 

  • Newkirk, Thomas. (2004). The dogma of transformation. College Composition and Communication, 56, 251–271.

    Article  Google Scholar 

  • Rutter, Jason. (2004). Computer gaming timeline: 1889–2002. In Digiplay initiative: Research into computer gamers and the industry they are a part of. Retrieved April 29, 2004, from http://digiplay.org.uk/timeline.php

  • Thomas, Angela, & Walkerdine, Valerie. (2004). Girls and computer games. Retrieved July 18, 2005, from http://www.women.it/quarta/workshops/laracroft5/angelathomas.htm

  • Tiger Woods Golf 2004. (2004). In Xbox365.com. Retrieved July 19, 2005, from http://www.xbox365.com/games.cgi?id=EpVpFulyAABzEUycma

  • Women’s Game Conference Program 2005. (2005). Retrieved July 18, 2005, from http://www.womensgameconference.com/program.html

  • Xiong, Chao. (2003, October 28). Where the girls are; they’re online, solving puzzles and making up characters in narrative-driven games. Wall Street Journal, B1.

    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

Griffin, J. (2007). Relationship Gaming and Identity: Stephanie and Josh. 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_8

Download citation

Publish with us

Policies and ethics