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CHAPTER
1
Gaming Literacy
Game Design as a Model for Literacy in the
Twenty-First Century
ERIC ZIMMERMAN
Introduction: Literacy and games from the inside-out
Gaming literacy is an approach to literacy based on game design. My
argument is that there is an emerging set of skills and competencies, a set
of new ideas and practices that are going to be increasingly a part of what it
means to be literate in the coming century. This essays proposal is that
game design is a paradigm for understanding what these literacy needs are
and how they might be addressed. I look at three main conceptssystems,
play, and designas key components of this new literacy.
Traditional ideas about literacy have centered on reading and writing
the ability to understand, exchange, and create meaning through text,
speech, and other forms of language. A younger cousin to literacy studies,
media literacy extended this thinking to diverse forms of media, from
images and music to lm, television, and advertising. The emphasis in
media literacy as it evolved during the 1980s was an ideological critique of
the hidden codes embedded in media. Media studies scholars ask ques-
tions like: Is a given instance of media racist or sexist? Who is creating it
and with what agenda? What kinds of intended and unintended messages
and meanings do media contain?
Literacy and even media literacy are necessary but not sucient for one
to be fully literate in our world today. There are emerging needs for new
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kinds of literacy that are simply not being addressed, needs that arise in
part from a growing use of computer and communication networks (more
about that below). Gaming literacy is one approach to addressing these
new sorts of literacies that will become increasingly crucial for work, play,
education, and citizenship in the coming century.
Gaming literacy reverses conventional ideas about what games are and
how they function. A classical way of understanding games is the magic
circle, a concept that originates with the Dutch historian and philosopher
Johann Huizinga.
1
The magic circle represents the idea that games take
place within limits of time and space, and are self-contained systems of
meaning. A chess king, for example, is just a little gurine sitting on a
coee table. But when a game of chess starts, it suddenly acquires all kinds
of very specic strategic, psychological, and even narrative meanings.
To consider another example, when a soccer game or Street Fighter II
(Capcom, 1992) match begins, your friend suddenly becomes your oppon-
ent and bitter rivalat least for the duration of the game. While many
social and cultural meanings certainly do move in and out of any game
(for instance, your in-game rivalry might ultimately aect your friendship
outside the game), the magic circle emphasizes those meanings that are
intrinsic and interior to games.
Gaming literacy turns this inward-looking focus inside-out. Rather than
addressing the meanings that only arise inside the magic circle of a game, it
asks how games relate to the world outside the magic circlehow game
playing and game design can be seen as models for learning and action in
the real world. It asks, in other words, not What does gaming look like? but
instead: What does the world look like from the point of view of gaming?
It is important to be very clear here: gaming literacy is not about just
any kind of real-world impactit is a specic form of literacy. So for the
sake of specicity, here are some things that gaming literacy is not:
Gaming literacy is not about serious games”—games designed to
teach you subject matter, such as eighth-grade algebra.
Gaming literacy is not about persuasive games that are designed
to impart some kind of message or social agenda to the player.
Gaming literacy is also not about training professional game
designers, or even about the idea that anyone can be a game
designer.
Gaming literacy is literacyit is the ability to understand and create spe-
cic kinds of meanings. As I describe it here, gaming literacy is based on
three concepts: systems, play, and design. All three are closely tied to game
design, and each represents kinds of literacies that are currently not being
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addressed through traditional education. Each concept also points to a
new paradigm for what it will mean to become literate in the coming
century. Together they stand for a new set of cognitive, creative, and social
skillsa cluster of practices that I call gaming literacy.
I like the term gaming literacy not only because it references the way
that games and game design are closely tied to the emerging literacies I
identify, but also because of the mischievous double-meaning of gaming,
which can signify exploiting or taking clever advantage of something.
Gaming a system, means nding hidden shortcuts and cheats, and bending
and modifying rules in order to move through the system more eciently
perhaps to misbehave, but perhaps to change that system for the better. We
can game the stock market, a university course registration process, or even
just a irtatious conversation. Gaming literacy, in other words, games
literacy, bending and breaking rules, playing with our notions of what
literacy has been and can be.
Systems
To paraphrase contemporary communication theory, a system is a set of
parts that interrelates to form a whole. Almost anything can be considered
a system, from biological and physical systems to social and cultural
systems. Having a systems point of view (being systems literate) means
understanding the world as dynamic sets of parts with complex, constantly
changing interrelationshipsseeing the structures that underlie our world,
and comprehending how these structures function.
As a key component of gaming literacy, systems can be considered a
paradigm for literacy in the coming century. Increasingly, complex infor-
mation systems are part of how we socialize and date, conduct business
and nance, learn and research, and conduct our working lives. Our world
is increasingly dened by systems. Being able to successfully understand,
navigate, modify, and design systems will become more and more inextric-
ably linked with how we learn, work, play, and live as engaged world
citizens.
Systems-based thinking is about process, not answers. It stresses the
importance of dynamic relationships, not xed facts. Getting to know a
system requires understanding it on several levels, from the xed foun-
dational structures of the system to its emergent, unpredictable patterns of
behavior. Systems thinking thereby leads to the kinds of improvisational
problem-solving skills that will be critical for creative learning and work in
the future. In part, the rise of systems as an integral aspect of our lives is
related to the increasing prominence of digital technology and networks.
But systems literacy is not intrinsically related to computers. The key to
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systems literacy is about a shift in attitude, not about learning techno-
logical skills.
If systems are a paradigm for an emerging form of literacy, what is the
connection to games? Games are, in fact, essentially systemic. Every game
has a mathematical substratum, a set of rules that lies under its surface.
Other kinds of media, art, and entertainment are not so intrinsically struc-
tured. Scholars debate, for example, the essential formal core of a lmis
it the script? The pattern of the editing over time? The composition of light
and shadow in a frame? There is not one correct answer. But with games,
there is the clarity of a formal systemthe rules of the game. This formal
system is the basis of the structures that constitute a games systems. More
than other kinds of culture and media which have been the focus of lit-
eracy in the past, then, games are uniquely well-suited to teach systems
literacy.
To play, understand, andespeciallydesign games, one ends up hav-
ing to understand them as systems. Any game is a kind of miniature
articial system, bounded and dened by the game rules that create the
games magic circle. Playing a game well to see which strategies are more
eective, analyzing the games rules to see how they ramify into a players
experience, and designing a game by playtesting, modifying the rules, and
playtesting again, are all examples of how games naturally and powerfully
lend themselves to systems literacy.
Play
Games are systems because at some level, they are mathematical systems of
rules. But if games were just math, we would never have the athletic ballet-
ics of tennis, the blung warfare of poker, or the deep collaboration
of World of Warcraft (Blizzard, 2004). Play is the human eect of rules set
into motion, in its many forms transcending the systems from which it
emerges. Just as games are more than their structures of rules, gaming
literacy is more than the concept of systems. It is also play.
There is a curious relationship between rules and play. In the classical
sense of a game as a magic circle, rules are xed, rigid, and closed. They are
logical, rational, and scientic. Rules really do not seem like much fun at
all. But when rules are taken on and adopted by players who enter the
magic circle and agree to follow the rules, play happens. Play in many ways
is the opposite of rules: as much as rules are closed and xed, play is
improvisational and uncertain. Yet in a game, these two opposites nd
a common homegameplay paradoxically occurring only because of
game rules.
In Rules of Play, Katie Salen and I dene play as free movement within a
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more rigid structure.
2
Imagine play as the free play of a gear or steering
wheel: the loose movement in an otherwise rigid structure of interlocking
parts. The free play of a steering wheel is the distance it can move without
engaging with the drive shaft, axle, and wheelsthe more rigid utilitarian
structures of the car. This free play only exists because of the more inex-
ible, functional structures of the automobile. Yet it also exists despite those
structures. A joke, for example, is funny because of how it plays with the
structures of language, creating subtle ironies, or double-meanings, or
vulgar inappropriateness. The free play humor of a joke exists in oppos-
ition to the more rigid structures of earnest, ordinary languageyet is
utterly dependent on these very structures for its play.
Yet, play is far more than just play within a structure. Play can play with
structures. Players do not just play games; they mod them, engage in meta-
play between games, and develop cultures around games. Games are not
just about following rules, but also about breaking them, whether it is
players creating homebrew rules for Monopoly (Charles B. Darrow, 1933),
hacking into their favorite deathmatch title, or breaking social norms in
classics like spin the bottle that create and celebrate taboo behavior.
Although play exists outside of games, games do provide one of the very
best platforms for understanding playfrom free play within a structure
to the transformative play that recongures that structure. Any instance of
a game is an engine designed to produce play, a miniature laboratory for
studying play qua play.
So why is play an important paradigm for literacy in this century?
Systems are important, but if we limit literacy to structural, systemic lit-
eracy, then we are missing part of the equation. When we move from
systems to play, we shift focus from the game to the players, from structures
of rules to structures of human interaction. Games as play are social eco-
systems and personal experience, and these dimensions are key aspects of a
well-rounded literacy.
As our lives become more networked, people are engaging more and
more with structures. But they are not merely inhabiting these struc-
turesthey are playing with them. A social network like Wikipedia is not
just a xed construct like a circuit diagram. It is a fuzzy system, a dynamic
system, a social system, a cultural system. Systems only become meaningful
as they are inhabited, explored, and manipulated by people. In the coming
century, what will become important will not be just systems, but human
systems.
A literacy based on play is a literacy of innovation and invention. Just as
systems literacy is about engendering a systems-based attitude, being lit-
erate in play means being playfulhaving a ludic attitude that sees the
worlds structures as opportunities for playful engagement. What does it
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mean to play with institutional language, with social spaces, or with pro-
cesses of learning? When these rules are bent, broken, and transformed,
what new structures will arise?
Play emerges from more rigid systems, but it does not take those
systems for granted. It plays with them, modifying, transgressing, and
reinventing. We must learn to approach problem-solving with a spirit of
playfulness; not to resist, but to embrace transformation and change. As
a paradigm for innovation in the coming century, play will increasingly
inform how we learn, work, and create culture.
Design
The notion of design connects powerfully to the sort of creative intelligence the
best practitioners need in order to be able, continually, to redesign their activ-
ities in the very act of practice. It connects as well to the idea that learning and
productivity are the results of the designs (the structures) of complex systems
of people, environments, technology, beliefs, and texts.
3
If gaming literacy were simply about systems and play, it would be a lit-
eracy based on games, not game design. But design, the third component
of gaming literacy, is absolutely key, and in many ways helps bring the
traditional idea of literacy as understanding and creating meaning back
into the mix. There are many denitions of design, but in Rules of Play
Katie Salen and I describe design as the process by which a designer creates a
context, to be encountered by a participant, from which meaning emerges.
4
Design as the creation of meaning invokes the magic circle: designers
create contexts that in turn create signication. Although design comes in
many forms, from architecture to industrial design, games happen to be
incredibly well-suited for studying how meaning is made. Outside the
game of rock/paper/scissors, a st can mean many things. But inside the
game, that gesture is assigned a highly specic signicance, a dened
meaning within the lexicon of the games language. The creation of mean-
ing through game design is wonderfully complex. A game creates its own
meanings (blue means enemy; yellow means power-up), but also tracs
with meanings from the outside (horror lm music in a shooter means
danger is coming; poker means a fun evening with friends).
For a game designer, the creation of meaning is a second-order prob-
lem. The game designer creates structures of rules directly, but only
indirectly creates the experience of play when the rules are enacted by
players. As a game unfolds through play, metaplay, and transformative play,
unexpected things happen, patterns that are impossible to completely pre-
dict. In this way, design is not about the creation of a xed object. It is
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about creating a set of possibilities. The audience is always at least one step
removed from the designer. Games embody this aspect of design in a very
direct and essential way; even the most straightforward game of chess or
The Sims (Maxis Software, 2000) is about players exploring the possibilities
that they are given by a designed object. In a game, design mediates
between structure and play; a game system is designed just so that play
will occur.
Over and above game designs anity for the process of making mean-
ing, it is also radically interdisciplinary. Making a game includes creating a
formal system of rules, while also designing a human play experience for a
particular cultural and social context. Game design involves math and
logic, aesthetics and storytelling, writing and communication, visual and
audio design, human psychology and behavior, and understanding culture
through art, entertainment, and popular media. For video game design,
computer and technological literacy become part of the equation as well.
As an exploration of process, as the rigorous creation of meaning, and
as a uniquely interdisciplinary endeavor, game design represents multi-
modal forms of learning that educators and literacy theorists have been
talking about for years, perhaps most signicantly in the publications
of the New London Group (quoted at the start of this section, above).
Game design, as the investigation of the possibility of meaning, truly gets
at the heart of gaming literacy, and ties together systems, play, and design
into a unied and integrated process.
Conclusion: A Playful World
As we arrive in the early years of the twenty-rst century, the world is
becoming increasingly transformed by communications, transportation,
and information technology that is shrinking our globe, making it a place
of cultural exchanges both constructive and destructive. Existing models of
literacy simply do not fully address reality in the world today.
Gaming literacy is certainly not the only way to understand the
emerging literacy needs I have identied. But games and game design are
one promising approach, making use of a cultural form that is wildly
popular and wildly varied, both incredibly ancient and strikingly con-
temporary. And intrinsically playful as well.
So how does one take action to promote gaming literacy? At Gamelab,
the independent game development company I founded in 2000 with Peter
Lee, we have begun a number of gaming literacy projects. We are building
Gamestar Mechanicfunded by the MacArthur Foundation and created
in collaboration with the GAPPS group at the University of Wisconsin-
Madisona computer program that will help youth learn about game
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design by letting them create and modify simple games. We have also just
announced the creation of the Gamelab Institute of Play. With Katie Salen
as the Executive Director, the Institute will promote gaming literacy
through educational programs and advocacy.
What does gaming literacy mean for game players and game makers?
The good news is that games, so often maligned, have much to oer our
complex world. And not just so-called serious games with explicit edu-
cational goals, but any game. Gaming literacy can help us feel good about
what we do by playing games, making games, studying games, modding
games, and taking part in gaming communities. As literacy scholar James
Paul Gee likes to say, video games are good for your soul.
Gaming literacy turns the tables on the usual way we regard games.
Rather than focusing on what happens inside the articial world of a game,
gaming literacy asks how playing, understanding, and designing games all
embody crucial ways of looking at and being in the world. This way of
being embraces the rigor of systems, the creativity of play, and the game
design instinct to continually redesign and reinvent meaning.
It is not that games will necessarily make the world a better place. But in
the coming century, the way we live and learn, work and relax, communi-
cate and create, will more and more resemble how we play games. While
we are not all going to be game designers, game design and gaming literacy
oer a valuable model for what it will mean to become literate, educated,
and successful in this playful world.
No Essay is an Island
The ideas in this essay are not just my own, but are part of a growing
conversation that can be heard across universities, commercial game com-
panies, grade-school classrooms, non-prot foundations, and in other
places where game players, game makers, scholars, and educators intersect.
Although I have been a game designer and game design theorist for
more than a decade, I began to rigorously connect game design and lit-
eracy through my interaction with the GAPPS group (now called GLS), a
collection of scholars at the University of Wisconsin-Madison that includes
Jim Gee, Rich Halverson, Betty Hayes, David Shaer, Kurt Squire, and
Constance Steinkuehler. I was privileged to be invited to a series of con-
versations with this stimulating group, about games and literacy, spon-
sored by the Spencer Foundation. In 2006, during the third of these three
meetings, the term gaming literacy emerged from our conversations
as a concept that could reference growing connections between games,
learning, literacy, and design.
I am greatly indebted to game designer, scholar, and educator Katie
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Salen for our ongoing collaborations, including the textbook Rules of Play:
Game Design Fundamentals (Katie also attended that third Spencer meet-
ing). My ideas on game design and learning have also been shaped by my
work with the amazing sta at Gamelab, especially my co-founder Peter
Lee, and former Gamelab game designers Frank Lantz and Nick Fortugno.
Connie Yowell at the MacArthur Foundation also has been instrumental in
bringing together scholars, artists, educators, and designers to exchange
ideas, including the commission of important foundational research by
the polymedia scholar Henry Jenkins. The specic formulations in this
book were rst instantiated in a talk I gave at Vancouvers Simon Frasier
University, in January 2007, and this text received valuable feedback from
Jim Gee, Katie Salen, Kurt Squire, and Constance Steinkuehler.
So thanks to everybody. I go to this trouble to highlight some of my
sources in order to emphasize the newness of these ideas and the collabora-
tive way that they are emerging from a thick soup of scholarship, debates,
and collaborations. This kind of dialog is very much in the spirit of
gaming literacy itself, and I encourage you to take part in the conversation
as well. Some of the best places to get involved include: the Games,
Learning, and Society conference held annually at the University of
Wisconsin-Madison (www.glsconference.org); the Serious Games Initiative
(www.seriousgames.org); the Education SIG of the International Game
Developers Association (www.igda.org/education); and the ongoing dia-
logs about digital media literacy on the MacArthur Foundation website
at http://community.macfound.org/openforum.
Notes
1. Johan Huizinga, Homo Ludens (New York: Roy, 1950), 10.
2. Katie Salen and Eric Zimmerman, Rules of Play (Cambridge: MIT Press, 2004), 304.
3. The New London Group, A Pedagogy of Multiliteracies: Designing Social Futures,
Harvard Educational Review 66, no.1 (Spring 1996): 6092.
4. Katie Salen and Eric Zimmerman, Rules of Play (Cambridge: MIT Press, 2004), 41.
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