The hidden literacies of massively multiplayer online games

P. G. Schrader, K. A. Lawless

Research output: Chapter in Book/Report/Conference proceedingChapter

3 Scopus citations


Given the multitude of available options, citizens of a globalized, knowledge-based society must have the ability to locate, evaluate, and apply information across sources. Further, the manner in which information is consumed around the globe has become increasingly multimodal. Unfortunately, students are rarely presented with formal opportunities to engage in and with multiliteracies. As a result, there are very few opportunities for researchers to understand the nature of skills necessary to function in a multiliterate world. In serving this purpose, this chapter examines the multiliteracies associated with Massively Multiplayer Online Games (MMOGs). Specifically, it will examine the nature and affordances of the associated technologies as they pertain to the multiliteracies of consumption and production. A call for additional research with direct ties to education is also addressed.

Original languageEnglish (US)
Title of host publicationTechnoliteracy, Discourse, and Social Practice
Subtitle of host publicationFrameworks and Applications in the Digital Age
PublisherIGI Global
Number of pages20
ISBN (Print)9781605668420
StatePublished - 2009

All Science Journal Classification (ASJC) codes

  • General Social Sciences


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