Literacy at play: an analysis of media literacy games used to foster media literacy competencies

dc.contributor.authorGlas, René
dc.contributor.authorvan Vught, Jasper
dc.contributor.authorFluitsma, Timo
dc.contributor.authorde la Hera, Teresa
dc.contributor.authorGómez García, Salvador
dc.date.accessioned2025-10-01T14:14:51Z
dc.date.available2025-10-01T14:14:51Z
dc.date.issued2024
dc.description.abstractMedia literacy is considered one of the key competencies to acquire in the 21st century. With games being recognized as having a large potential to train and educate, a wide range of games focusing on media literacy related topics such as fake news games, digital privacy, personal media habits, and practical media skills have sprung up over the years. All claim to foster media literacy skills and competencies. This begs the question how these games generally frame and understand media literacy, what competencies and skills they actually focus on, and through which game design choices. This paper thus asks: how media literacy games are designed to foster media literacy? Taking the Dutch Media Literacy Competencies Model as a departure point, we answer this question using a thematic analysis of 100 media literacy games and formal analysis of a smaller heterogeneous sample consisting of 12 games. We present a series of key findings involving the prominent presence of certain topics and competencies in the dataset, as well as prevalent design choices, allowing for a discussion of the current landscape of literacy games and underlying competencies and future potential for development.
dc.description.departmentDepto. de Periodismo y Comunicación Global
dc.description.facultyFac. de Ciencias de la Información
dc.description.refereedTRUE
dc.description.statuspub
dc.identifier.citationGlas, R., van Vught, J., Fluitsma, T., De La Hera, T., & Gómez-García, S. (2023). Literacy at play: an analysis of media literacy games used to foster media literacy competencies. Frontiers in communication, 8, 1155840. doi: 10.3389/fcomm.2023.1155840
dc.identifier.doi10.3389/fcomm.2024.1346800
dc.identifier.essn2297-900X
dc.identifier.officialurlhttps://www.frontiersin.org/journals/communication/articles/10.3389/fcomm.2024.1346800/full
dc.identifier.urihttps://hdl.handle.net/20.500.14352/124438
dc.journal.titleFrontiers in Communication
dc.language.isoeng
dc.page.final16
dc.page.initial1
dc.publisherFrontiers
dc.rightsAttribution 4.0 Internationalen
dc.rights.accessRightsopen access
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subject.cdu371.333
dc.subject.cdu654.17/.19
dc.subject.cdu37.014.22
dc.subject.keywordDigital games
dc.subject.keywordMedia literacy
dc.subject.keywordDigital literacy
dc.subject.keywordLiteracy competencies
dc.subject.keywordEducational games
dc.subject.ucmVídeo
dc.subject.ucmCiencias Sociales
dc.subject.unesco33 Ciencias Tecnológicas
dc.subject.unesco5801.01 Medios Audiovisuales
dc.titleLiteracy at play: an analysis of media literacy games used to foster media literacy competencies
dc.typejournal article
dc.type.hasVersionVoR
dspace.entity.typePublication

Download

Original bundle

Now showing 1 - 1 of 1
Loading...
Thumbnail Image
Name:
2024 Frontiers Communication.pdf
Size:
2.78 MB
Format:
Adobe Portable Document Format

Collections