Guest lecture with Jennifer Rowsell

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"You design games for how they make you feel: Literacies, gaming and affect"

During a research study with videogame designers and teenagers in a Canadian high school, a game designer shared with a student and avid gamer: "you make games for how they make you feel." The phrase stuck with me throughout the six-week research study and beyond as I worked more intensively with affect theory, gaming, and literacy research (Rowsell, 2020). In this talk, I will explore data from two game-based research studies with an affect lens (Ehret & Rowsell, In Process; Leander & Boldt, 2013) to excavate the ways that young people embed their experiences and emotions into game-based design work. Gaming cultures have attracted much attention for fostering thinking and problem-solving (Abrams, 2017; Gee 2003; Salen and Zimmerman 2004; Squire 2008, 2012; Steinkuehler, 2011), for forging affinity and community spaces (Gee and Hayes 2011; Curwood et al, 2013), for inspiring interest and engagement for teenagers (Erstad, 2015), and as pedagogical platforms for teachers (Arnseth, Hanghoj, Duus Henriksen, & Misfeldt, 2018). However, less attention has been paid to the ways that people experience games in an embodied, sensory, and affective way. Drawing on recent literacy research that orients analyses around affect (Leander & Ehret, 2019) and embodiment (Enriquez et al, 2016), I will excavate data for affective experiencing of designs and felt materialities as an alternative way of viewing game-based research. 

Abrams, S. (2017). Videogames and Literacies: Historical threads and contemporary practices. In J. Rowsell & K. Pahl's The Routledge Handbook of Literacy Studies. London: Routledge.

Arnseth, H.C., Hanghoj, T., Duus Henriksen, T. & Misfeldt, M. (2018). Game and Education: Designs in and for Learning. The Netherlands: Sense.

Curwood, J. S., Magnifico, A. M., and Lammers, J. C. (2013) "Writing in the wild: Writers' motivation in fan-based affinity spaces", Journal of Adolescent & Adult Literacy, 56(8): 677-685.

Enriquez, G., Johnson, E., Kontavourki, S., & Mallozzi, C. (2016). (Eds) Literacies, Learning and the Body: Putting Theory and Research into Pedagogical Practice. London: Routledge.

Erstad, O. "Educating the Digital Generation". Nordic Journal of Digital Literacy. 2015(4): 85-102.

Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy.  New York, NY: Palgrave Macmillan.

Gee, J. P. and Hayes, E. R. (2011). Language and Learning in the Digital Age. New York, NY: Routledge.

Leander, K., & Boldt, G. (2013). Rereading "A pedagogy of multiliteracies" bodies, texts, and emergence. Journal of Literacy Research, 45(1), 22-46.

Leander, K. M., & Ehret, C. (Eds.). (2019). Affect in literacy learning and teaching: Pedagogies, politics and coming to know. Routledge.

Rowsell, J. (2020). "How Emotional Do I Make It?": Making a stance in multimodal compositions. Journal of Adolescent & Adult Literacy. https://doi.org/10.1002/jaal.1034

Salen, K. and Zimmerman, E. (2004) Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT Press.

Squire, K. (2008) Video-game literacy: A literacy of expertise, in J. Coiro, M. Knobel, C. Lankshear, and D. Leu (eds.), Handbook of Research in New Literacies, New York, NY: Lawrence Erlbaum Associates.

Steinkuehler, C. A. (2011) "Video games and digital literacies", Journal of Adolescent & Adult Literacy, 54(1): 61-63.

Organizer

LiDA
Published May 7, 2020 10:36 PM - Last modified Nov. 27, 2022 3:20 AM