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Doing TextMedia After the Subject$
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Pete Bennett and Julian McDougall

Print publication date: 2017

Print ISBN-13: 9781911325031

Published to Liverpool Scholarship Online: February 2021

DOI: 10.3828/liverpool/9781911325031.001.0001

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PRINTED FROM LIVERPOOL SCHOLARSHIP ONLINE (www.liverpool.universitypressscholarship.com). (c) Copyright Liverpool University Press, 2021. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in LSO for personal use.date: 01 August 2021

Writing Text

Writing Text

Chapter:
(p.59) 4: Writing Text
Source:
Doing Text
Author(s):

Pritpal Singh Sembi

Publisher:
Liverpool University Press
DOI:10.3828/liverpool/9781911325031.003.0004

This chapter evaluates the act of writing text. It considers how gamers create culture before, during, and after gameplay via engagement with wider written discourses. Media literacy needs to be refocused towards an 'ongoing engagement with contemporary culture' and gaming is an expression of popular culture that would benefit from pedagogic engagement. It has now become impossible to ignore the impact of gaming on everyday culture, wherein time spent on gaming can outweigh time spent in formal education or employment for some. However, since many people use games to escape from real-life, how can it be that gaming might actually enhance real-life? The chapter suggests that writing has moved beyond traditional boundaries in terms of what is written, where one writes, and how one writes. Much of the experience of gaming is expressed within discourses that exist outside of the actual gameplay itself which, harnessed appropriately, can have important educational value.

Keywords:   writing text, gamers, gameplay, written discourses, media literacy, gaming, popular culture

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