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Eludamos: Journal for Computer Game Culture
Short-term hostile expectations, pro-violence attitudes among frequent adolescent players, and stereotyping of military enemies can occur automatically. The essay notes these effects can persist even when players try to resist them.
Christoph Klimmt's essay proposes a normative framework for digital game literacy, arguing that media literacy education for gamers should extend beyond the familiar concern of protecting players from game violence to address three further competence dimensions tied to contemporary game design. The paper positions game literacy as a subconcept of general media literacy and focuses specifically on the protective function of competence, leaving aside skills for maximizing enjoyment. It is a conceptual and synthetic piece, drawing on existing experimental, survey, and observational research rather than presenting new primary data.
The first dimension concerns resilience against automatic cognitive effects of games. Drawing on studies of short-term hostile expectations, pro-violence attitudes among frequent adolescent players, and stereotyping of military enemies in shooter games, the author argues that many game effects operate unconsciously and persist even when players attempt to resist them. Because direct suppression is unlikely, the proposed response is awareness of such effects, post-play reflection, and techniques for establishing psychological distance during play.
The second dimension addresses social affordances of multiplayer and online gaming, such as team obligations, peer invitations, and esports training demands, which can create pressure toward excessive play. The third addresses inertia effects, in which time and effort already invested in persistent worlds, browser games, or clan play make it harder to stop. For both, the essay recommends building self-regulatory capacities and autonomy over playing time. The paper closes by calling for empirical research on developmental and social-personal moderators and for a more systematic conceptualization of game literacy to inform diagnosis and education.
The Game Business · 2026