What is Video Game Literacy and How to Improve it | Video Game Literacy (Sinhala)(2022)
Video games have been around for a while and they’re not going anywhere anytime soon. Billions of us play games, leaving even the snobbiest and most Luddite to admit it’s no longer a medium that can be glossed over. In the first of a four-part series called ‘Do You Speak Video Games?’, Przemek Zieliński offers us a model based on language learning that can broaden how we think about video games and our interactions with them.
A whopping 3.1 billion people in the world play video games. We’ve seen our co-workers squeeze in a short game of Candy Crush while they were supposed to be helping us, ended friendships because someone just wouldn’t stop sending us Farmville requests on Facebook (and we’re old), and talked to friends about the new FIFA release and how it never changes (just like the war never does). Some of us have even had to change our vacation plans three times this year because a certain Polish company delayed a certain game starring John Wick and the color yellow...
We’re surrounded by video games, but I feel like we don’t know how to act around them. Games are a relatively new medium (Tennis for Two, a top-three contender – don’t ask – for the first game ever made was created in 1958), but play is hardly a new concept. Johan Huizinga begins his influential book Homo Ludens – a groundbreaking study of play as a cultural and historical concept – with a statement that ‘play is older than culture itself. While I’m not trying to tell you that history has ended and resumed not because Fukuyama got it wrong but because Shigeru Miyamoto (Super Mario’s father) was bored, or that the ethics of River Raid should be taught in military school, I am trying to say that we’ve been playing for a long time. However, we rarely have the time or the energy to dive deeper into what role games play in our everyday lives, how to understand them better, and how to talk about them the same way we talk about books, movies, cultural phenomena, and politics or theatre.
There are of course many reasons for the above situation, but I’d like to focus on the one I feel is the most important: video game literacy. According to recent studies, literacy is the ‘ability to identify, understand, interpret, create, communicate and compute, using printed and written materials associated with varying contexts and ‘involves a continuum of learning. The shift to this definition from simply being able to read and write is incredibly important and, especially in the 21st century, we owe it to ourselves to be able to understand the biggest entertainment industry in the world.
Subscribe to 'The Game Bugger' - https://www.youtube.com/c/TheGameBuggers
Subscribe to my NEW Channel 'STIpper' - https://www.youtube.com/channel/UC7wEwF1EbGgMt3DW-xId2jQ
STIpper FB Page - https://www.facebook.com/TheSTIpper/
Follow STIpper on Instergram - https://www.instagram.com/the_stipper/
Official E3 Website for Registration - https://e3expo.com/
Planet 361 FB Page - https://www.facebook.com/Planet-361-441080449977795
Planet 361 Stories Group - https://www.facebook.com/groups/httpswww.youtube.comchanneluc4gl5iogje2csxpof
Planet 361 Telegram Chat - https://t.me/joinchat/MFonbBH7k-_WjpzZTWSzTA
Channel Membership Link - https://www.youtube.com/channel/UC4GL5iOgJe2CSXpOfBn6XGQ/join
Join this channel to get access to perks:
https://www.youtube.com/channel/UC4GL5iOgJe2CSXpOfBn6XGQ/join
Other Videos By Planet 361
Other Statistics
Counter-Strike: Source Statistics For Planet 361
At this time, Planet 361 has 98,035 views for Counter-Strike: Source spread across 7 videos. About an hours worth of Counter-Strike: Source videos were uploaded to his channel, making up less than 0.62% of the total overall content on Planet 361's YouTube channel.


