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DiGRA
The paper argues that players decode and encode multimodal meaning, drawing on James Paul Gee's concept of semiotic domains.
Hong-An Wu's paper examines how video games are reshaping the educational landscape in the United States, arguing that gameplay can be understood as a form of literacy learning and that games expand conventional notions of learning beyond the classroom. Drawing on James Paul Gee's concept of semiotic domains and multiliteracy theory, the work contends that players learn to decode and encode multimodal meaning, and that skills developed through "domain mapping" can transfer to other contexts. The central claims rest primarily on theoretical framing and prior qualitative research rather than on new quantitative data.
A major strand of the analysis concerns affinity groups, the communities that form around shared gaming interests and serve as informal learning environments. These spaces foster participatory learning through shared passion, reciprocal roles, pooled specialist knowledge, and peer feedback. Players increasingly act as "prosumers," producing mods, fan art, and other content, and they develop skills through peer-to-peer apprenticeship. The paper cautions, however, that earlier scholarship often celebrated this learning uncritically, overlooking unequal access to cultural capital and the political economic reality that uncompensated modding labor benefits the game industry.
The work also surveys how educators have adopted game-based pedagogy in formal settings. Three broad approaches are identified: gamifying school subjects by positioning students as players, building "classrooms for affinity" in which students create artifacts drawing on their out-of-school gaming experience (particularly in art education), and using commercial or serious games such as Civilization, Portal, SimCity, Minecraft, and Scratch to teach content or critique media and social structures. The authors argue these approaches can reshape what counts as learning and build motivation and literacy skills.
Overall, the analysis scope centers on the U.S. context and on academic literature concerning games, learning, and digital literacy, with particular attention to art and science education. Its critical conclusions raise concerns that game-based approaches assume a universal student experience and leave ideologies such as meritocracy and "playbor" insufficiently examined, suggesting that the promise of games in education requires equally careful attention to questions of access, labor, and power.
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DiGRA · 2026