Literacy in the Age of Digital Culture and Multimedia: Extending the Notions of Text and Learning through Customization Practices Related to Video Games

By José Messias and Rafael de Oliveira Barbosa.

Published by The International Journal of Books, Publishing, and Libraries

Format Price
Article: Print $US10.00
Published online: May 3, 2016 $US5.00

Investigating the strategies of distribution and customization of game-related content in virtual communities, we intend to extend the notion of text to include a multimedia comprehension. With a broader concept of text retrieved from McKenzie, we seek to debate the properties of interactive practices and its implications on learning and literacy, thus our focus on video games. Through the notions of “informatization of production” from Negri and Hardt’s Empire trilogy, we believe that it is possible to qualitatively assess the relation between man and machine (as apparatus and technique). In the same way as biopolitical production marks the utilization of these sociotechnical connections for purposes of capital, the affects with which the human is endowed to reorganize and recode our cognitive and technological skills, thus, generating a “true” technological literacy. This kind of digital literacy, contrary to the notion of instrumentalization, steps out from the field of mobility to the field of mobilization.

Keywords: Literacy, Learning, Game Culture, Customization

The International Journal of the Book, Volume 14, Issue 2, June 2016, pp.41-53. Article: Print (Spiral Bound). Published online: May 3, 2016 (Article: Electronic (PDF File; 657.077KB)).

José Messias

PhD in Communication and Culture, Federal University of Rio de Janeiro, Rio de Janeiro, Brazil; Member, Communication Entertainment and Cognition (Cibercog) Research Group and Technologies of Communication, Culture and Subjectivity Research Lab, Rio de Janeiro State University, Rio de Janeiro, Brazil

Rafael de Oliveira Barbosa

Journalist and PhD Student, Graduate Program in Communication, Rio de Janeiro State University, Rio de Janeiro, Brazil; Member, Books and Literate Culture, Communication Entertainment and Cognition (Cibercog) Research Group, and Technologies of Communication, Culture and Subjectivity Research Lab (Lets), Rio de Janeiro State University, Rio de Janeiro, Brazil