ABSTRACT

This chapter focuses on the role of games as distinctive forms incorporating both text and action, within a context where attention to both print and multimodal literacies are a crucial but contentious area of English and Literacy education. The Games as Action dimensions are not focal areas of attention, but in the background, it is the actions, situations and designs that engage students with the game and provide the 'glue' that allows them to see structure, logic and drama of narratives as they unfold. The chapter also focuses on the ways in which Janet came to think about Xbox-based games, and her shift to thinking about the games she introduced as forms of text information texts in which action and physical gameplay was the key. 'Text' and 'action' were combined, in conceptualisation and development of real games that others could play. In this version, Nick covered many of the aspects integral to the Games as Text, Games as Action Model.