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Virtual Gaming A Platform for Multi-Skills and Multi-Literacies for Gamers

Virtual Gaming A Platform for Multi-Skills and Multi-Literacies for Gamers

Chaka Chaka
ISBN13: 9781615207138|ISBN10: 1615207139|ISBN13 Softcover: 9781616923167|EISBN13: 9781615207145
DOI: 10.4018/978-1-61520-713-8.ch015
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MLA

Chaka, Chaka. "Virtual Gaming A Platform for Multi-Skills and Multi-Literacies for Gamers." Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study, edited by Young Kyun Baek, IGI Global, 2010, pp. 252-269. https://doi.org/10.4018/978-1-61520-713-8.ch015

APA

Chaka, C. (2010). Virtual Gaming A Platform for Multi-Skills and Multi-Literacies for Gamers. In Y. Baek (Ed.), Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study (pp. 252-269). IGI Global. https://doi.org/10.4018/978-1-61520-713-8.ch015

Chicago

Chaka, Chaka. "Virtual Gaming A Platform for Multi-Skills and Multi-Literacies for Gamers." In Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study, edited by Young Kyun Baek, 252-269. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-61520-713-8.ch015

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Abstract

This chapter explores how virtual gaming (VGaming) serves as an ideal platform for harnessing multi-skills and multi-literacies. It argues that VGaming provides the opportunity for gamers (learners) to engage not only in social learning, situated learning and problem based learning, but also in meta-gaming, meta-literacies, and multi-tasking. It demonstrates all this through the use of five case studies involving five virtual games: Everquest Online Adventures; NUCLEO; Homicide; Mad City Mystery; and Lineage. Most importantly, it maintains that VGaming exposes gamers to 21st century skills. Against this background, the chapter provides, first, an overview of VGaming. Second, it presents five case studies showcasing how virtual games (VGs) help leverage multi-skills and multi-literacies for gamers. In addition, it illustrates how VGs enable gamers to engage in social learning, situated learning and problem based learning on the one hand, and in meta-gaming, meta-literacies, and multi-tasking, on the other hand. Third, it argues that VGaming exposes gamers to 21st century skills. Fourth and last, the chapter outlines future trends for VGaming.

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