Skip to main content
Article thumbnail
Location of Repository

Studying Games in School: a Framework for Media Education

By Caroline Pelletier


This paper explores how media education principles can be extended to digital games, and whether the notion of ‘game literacy’ is an appropriate metaphor for thinking about the study of digital games in schools. Rationales for studying the media are presented, focusing on the importance of setting up social situations that encourage more systematic and critical understanding of games. The value of practical production, or game making, is emphasized, as a way of developing both conceptual understanding and creative abilities. Definitions of games are reviewed to explore whether the study of games is best described as a form of literacy. I conclude that games raise difficulties for existing literacy frameworks, but that it remains important to study the multiple aspects of games in an integrated way. A model for conceptualizing the study of games is presented which focuses on the relationship between design, play and culture

Publisher: DIGRA
Year: 2005
OAI identifier:

Suggested articles


  1. (2003). Andrew Rollings and Ernest Adams on Game Design.
  2. (1999). Children as designers, testers and evaluators of educational software,”
  3. (1993). Children talking television: the making of television literacy. doi
  4. (2003). Chris Crawford on Game Design.
  5. (1998). Computer games, culture and curriculum,”
  6. Computer Games: Text, Narrative and Play. London, Polity Press,
  7. (1994). Cultural Studies Goes to School. London, Taylor and Francis, doi
  8. (1997). Cybertext: perspective on ergodic literature.
  9. (2001). Digital game-based learning. doi
  10. (1957). Editions du Seuil,
  11. Film Language: A Semiotics of the Cinema.
  12. (2004). From The Tempest to Tomb-Raider: computer games in english, media and drama,” in English,
  13. (2001). Games telling stories? a brief note on games and narratives,”
  14. (1996). Gender differences in children’s constructions of video games,”
  15. (1988). How texts teach what readers learn.
  16. (1999). Kids’ media culture. Durham N.C,
  17. (1998). Literacy in a digital world: teaching and learning in the age of information. Mahway, Lawrence Erlbaum Associates,
  18. (1995). Making Media: practical production in media education. London, The English and Media Centre,
  19. (2003). Media Education: literacy, learning and contemporary culture. Cambridge, doi
  20. (1996). Moving images: understanding children's emotional responses to television. doi
  21. Multi-text Magic: Harry Potter in book, film and videogame,”
  22. (2000). Multiliteracies: literacy learning and the design of social futures. doi
  23. (2001). Multimodal discourse: the modes and media of contemporary communication. doi
  24. New Models for New Media: Young people learning digital culture”. Available at
  25. (2003). Play Dead: Genre and Affect
  26. Remediation and cine-literacy: an approach to recent popular film”. Available at
  27. (2003). Rules of play: the fundamentals of game design.
  28. (2001). The gaming situation,”
  29. The Rules of the Game, the Burden of Narrative: Enter the Matrix,”
  30. What video games have to teach us about learning and literacy. doi

To submit an update or takedown request for this paper, please submit an Update/Correction/Removal Request.