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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 offer 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 artificial 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
offer 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-profit 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 Shaffer, 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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Eric Zimmerman