Video game discourses and implications for game-based education.

Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discour...

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Published in:Discourse: Studies in the Cultural Politics of Education Vol. 38; no. 4; pp. 561 - 573
Main Authors: Whitton, Nicola, Maclure, Maggie
Format: Article
Published: Taylor & Francis Ltd Aug2017
Subjects:
Online Access:View this record in EBSCOhost
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        au:
          Whitton, Nicola
          Maclure, Maggie
        affil: Education and Social Research Institute, Manchester Metropolitan University, Manchester, UK
      su:
        Video games in education
        Video gambling
        Critical discourse analysis
        Video gamers
        Collaborative learning
      sug:
        subj:
          Video games in education
          Video gambling
          Critical discourse analysis
          Video gamers
          Collaborative learning
      keyword:
        critical discourse analysis
        Game-based learning
        gamer
        media discourse
        video gaming
      ab: Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of games and limit critical analysis of their effectiveness as pedagogic tools. This article focuses on the representation of video games in media discourse. We present insights from a small-scale study of the construction of video game discourses in the UK print media in 2013, and discuss three areas that emerged. First, the assumptions inherent in the representation of the ‘video game’; second, the implied lack of agency in the behaviour of ‘the gamer’; and third, the way in which blame is manipulated. Finally, we consider the implications for game-based education.
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