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Virginia Tech

Gaming as a Literacy Practice

Abstract

dc:description.abstract

This descriptive study was designed to be a detailed, informative study of a group of adult males who have been gamers since adolescence. The purposes of the study are to provide information regarding gaming as a literacy practice and to explore other vernacular technological literacy practices. The study sheds light on the merits of gaming and other new literacies by examining the literacy development of a select group of adult males. This research was centered on vernacular technological literacy practices, the evolution of gaming practices, gaming intersections, and supporting school-based literacy. Through extensive interviews with the researcher, the selected participants disclosed their gaming experiences as both adolescents and adults. They also shared their personal connections to gaming, and the technological literacy practices they are using in their present lives.

Degree

thesis:*
Name thesis:degree_name
Doctor of Education
Level thesis:degree_level
doctoral
Discipline thesis:degree_discipline
Education
Department dc:contributor.department
Education
Grantor dc:publisher
Virginia Tech
Year dc:date.issued
2011

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Hall, Amy Conlin
Chair dc:contributor.committeechair
  • Lalik, Rosary V.
Committee members dc:contributor.committeemember
  • Belli, Gabriella M.
  • Magliaro, Susan G.
  • Robinson, Carol

Subjects

dc:subject × 5

Rights

dc:rights
Statement dc:rights
  • In Copyright

Identifiers

dc:identifier.*
Dc Identifier Other
etd-08172011-114230
OAI identifier oai:identifier
oai:vtechworks.lib.vt.edu:10919/28700

Chain of custody

source
Harvested from
Virginia Tech
Base URL
vtechworks.lib.vt.edu/oai/request
Last updated
2026-07-22
Source record
OAI-PMH GetRecord
citation

Hall, Amy Conlin. Gaming as a Literacy Practice. doctoral thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/28700