Ludoliteracy: Defining, Understanding, and Supporting Games Education
Computer games as a learning environment - what does it mean to know a game? A hands on look into a very new field.
A fascinating and intriguing examination of how to foster an effective learning environment by using video games as the tool for development. It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. In response to these challenges, this book then describes how online learning environments can be used to support learning about games by helping students get more from their experiences with games, and helping students use what they know to establish deeper understanding. Based on the findings from a series of research studies, Ludoliteracy examines the broader implications for supporting games education.
"Zagal’s work is well-researched and delves into both theoretical questions about pedagogy and game education as well as offering some highly practical insights on how to think about helping students get the most out of their educations."
-Suzanne Freyjadis, from her review in the 2010 Special Game Education Issue of the IGDA Perspectives Newsletter
“This is the first truly modern book in Game Studies, fully aware that Game Studies is a central 21st Century liberal art. Zagal’s book is a must read for anyone interested in games, learning, and society.”
-James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University
“This is an up to date and thorough review of the most important research on games and simulations, and how they can be learned and taught in the modern classroom.”
-Clark Aldrich, author of the forthcoming Complete Guide to Simulations and Serious Games Lead Designer of Simulearn’s Virtual Leader
“Games are a growing cultural force, and making games is an industry of gargantuan proportions. But how do we teach about games? What are the challenges for learners and instructors? José Zagal is the first scholar to address this new area. This book provides both theoretical insights and practical strategies for those involved in the study of games.”
-Amy Bruckman, Associate Professor in College of Computing, Georgia Institute of Technology
“Around the world, colleges and universities are launching video game programs. José Zagal’s book is the first study on the challenges of teaching academic video game theory to students who are gamers.”
-Jesper Juul, Visiting Professor in the Game Center, New York University




