{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,2,12]],"date-time":"2026-02-12T18:04:34Z","timestamp":1770919474149,"version":"3.50.1"},"reference-count":22,"publisher":"Oxbridgepublishinghouse","issue":"35","content-domain":{"domain":["revistacomunicar.com"],"crossmark-restriction":true},"short-container-title":["Comunicar: Revista Cient\u00edfica de Comunicaci\u00f3n y Educaci\u00f3n","Comunicar: Media Education Research Journal","Revista Comunicar"],"published-print":{"date-parts":[[2010,10,1]]},"abstract":"<jats:p>In this study we have analysed the current state of media literacy focusing on the game and film art forms. We aim to discover if some problems found throughout the history of film literacy were also occurring in game literacy research. It is also our intention to bring both visions together in order to get the attention of people working in the gaming field. To do this we have studied the cultural and creative dimensions in game literacy. The study is defined culturally by educational and critical approaches, and creatively by design and programming. The study also takes into account film literacy perspectives. We found that game literacy has a strong bias towards the cultural rather than the educational approach. The critical component might face the same problems that occur in film literacy studies. In terms of the creative dimension, we found a lack of investment in and support for research in design and programming practices. In conclusion we believe more interest needs to be generated in game literacy and that the literacy perspective based on creative design and programming with an emphasis on communication instead of education should be the model to follow.<\/jats:p>\n <jats:p>En este estudio hemos analizado el estado actual de la alfabetizaci\u00f3n medi\u00e1tica prestando especial atenci\u00f3n al cine y los videojuegos. Hemos intentado analizar si algunos de los problemas encontrados a lo largo de la historia de la alfabetizaci\u00f3n cinematogr\u00e1fica han existido tambi\u00e9n en el proceso de la alfabetizaci\u00f3n en los videojuegos, intentando unificar ambas visiones para captar la atenci\u00f3n de las personas que trabajan en el campo de los videojuegos. Para ello, el estudio abarca la alfabetizaci\u00f3n en los videojuegos en dos dimensiones, la dimensi\u00f3n cultural y la dimensi\u00f3n creativa. La dimensi\u00f3n cultural se define a partir de los enfoques cr\u00edticos y educacionales y la creativa mediante el dise\u00f1o y la programaci\u00f3n. Estas investigaciones se han llevado a cabo sin dejar de lado la perspectiva de la alfabetizaci\u00f3n cinematogr\u00e1fica. Hemos descubierto que la alfabetizaci\u00f3n en los videojuegos tiene una fuerte tendencia hacia el enfoque cultural, sobre todo la vertiente educativa, y que los riesgos que plantea el enfoque cr\u00edtico presentan problemas similares a los que se registran en los estudios sobre el cine. En cuanto a la dimensi\u00f3n creativa, hemos advertido una falta de inversi\u00f3n para el estudio y la investigaci\u00f3n de pr\u00e1cticas de dise\u00f1o y programaci\u00f3n. En conclusi\u00f3n, creemos que la alfabetizaci\u00f3n en los videojuegos necesita un nivel de motivaci\u00f3n. Estimamos urgente la implantaci\u00f3n de una perspectiva de alfabetizaci\u00f3n basada en el dise\u00f1o creativo y la programaci\u00f3n, poniendo especial \u00e9nfasis en el desarrollo del enfoque comunicativo.<\/jats:p>","DOI":"10.3916\/c35-2010-02-06","type":"journal-article","created":{"date-parts":[[2010,9,30]],"date-time":"2010-09-30T16:33:47Z","timestamp":1285864427000},"page":"61-68","update-policy":"https:\/\/doi.org\/10.3916\/crossmark-policy","source":"Crossref","is-referenced-by-count":7,"title":["Creative game literacy. A study of interactive media based on film literacy"],"prefix":"10.58262","volume":"18","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-5478-0650","authenticated-orcid":false,"given":"Nelson","family":"Zagalo","sequence":"first","affiliation":[]}],"member":"36997","published-online":{"date-parts":[[2010,10,1]]},"reference":[{"key":"ref=1","unstructured":"Aldrich, C. (2005). 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Reading at Risk: A Survey of Literary Reading in America (www.nea.gov\/pub\/ReadingAtRisk.pdf) (30-01-10)."},{"key":"ref=14","unstructured":"Prensky, M. (2001). Digital Natives, Digital Immigrants, in On the Horizon. 9, 5, October. MCB University Press (www.marcprensky.com\/writing\/Prensky%20%20Digital%20Natives,%20Digital%20Immigrants%20%20Part1.pdf) (30-01-10)."},{"key":"ref=15","doi-asserted-by":"crossref","unstructured":"Prensky, M. (2001b). Digital Natives, Digital Immigrants, Part II: Do They Really Think Differently?, in On the Horizon, MCB University Press, 9, 6, December.","DOI":"10.1108\/10748120110424843"},{"key":"ref=16","doi-asserted-by":"crossref","unstructured":"Prensky, M. (2002). The Motivation of Gameplay. On the Horizon, 10 (1).","DOI":"10.1108\/10748120210431349"},{"key":"ref=17","unstructured":"Rich, M. (2008). The Future of reading, Literacy Debate: Online, R U Really Reading? New York Times (www.nytimes.com\/2008\/07\/27\/books\/27reading.html) (27-07-08)."},{"key":"ref=18","doi-asserted-by":"crossref","unstructured":"Shaffer, D.W.; Squire, K.D.; Halverson, R. & Gee, J.P. (2005). Video Games and the Future of Learning. Phi Delta Kappan, 87(2); 104-111.","DOI":"10.1177\/003172170508700205"},{"key":"ref=19","unstructured":"Squire, K. & alt. (2003). Design Principles of Next-Generation Digital Gaming for Education, Educational Technology, 43, 5; 17-23."},{"key":"ref=20","unstructured":"Squire, K. (2007). Video-Game Literacy, A Literacy of Expertise, University of Wisconsin-Madison (http:\/\/website.education.wisc.edu\/kdsquire\/tenure-files\/04-video-game%20literacy.pdf) (30-01-10)."},{"key":"ref=21","unstructured":"Zagal, J.P. (2008). A Framework for Games Literacy and Understanding Games, in Proceedings of Future Play 2008; November 3-5. Toronto (Canada)."},{"key":"ref=22","unstructured":"Zagalo, N. (2007). Converg\u00eancia entre o Cinema e a Realidade Virtual (Convergence between Film and Virtual Reality). Universidade de Aveiro: PhD Thesis, Departamento de Comunica\u00e7\u00e3o e Arte."}],"container-title":["Comunicar"],"original-title":["Alfabetizaci\u00f3n creativa en los videojuegos: Comunicaci\u00f3n interactiva y alfabetizaci\u00f3n cinematogr\u00e1fica"],"language":"es","link":[{"URL":"https:\/\/www.revistacomunicar.com\/pdf\/35\/08e.pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2024,1,26]],"date-time":"2024-01-26T23:08:25Z","timestamp":1706310505000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.revistacomunicar.com\/index.php?contenido=detalles&numero=35&articulo=35-2010-08"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2010,10,1]]},"references-count":22,"journal-issue":{"issue":"35","published-online":{"date-parts":[[2010,10,1]]},"published-print":{"date-parts":[[2010,10,1]]}},"alternative-id":["35-2010-08"],"URL":"https:\/\/doi.org\/10.3916\/c35-2010-02-06","relation":{},"ISSN":["1134-3478","1988-3293"],"issn-type":[{"value":"1134-3478","type":"print"},{"value":"1988-3293","type":"electronic"}],"subject":[],"published":{"date-parts":[[2010,10,1]]}}}