ABSTRACT

This chapter focuses on an intersection of space, production, and identity within games. It attempts to clarify a literacies perspective of gaming. In particular, as parallel developments of spatial literacies and contexts for reading and writing within games proliferated over the past two decades, games now offer a means of better understanding what digital literacies means in an era when nearly every device can be connected to the Internet. The chapter highlights how gaming is a collection of layered activities and how gaming literacies must look at contexts of production and consumption within and across these layers of participation. Games function as both digital texts and cultural domains in which texts are analyzed, constructed, and ascribed new meanings; they are the new technologies that expand the possibilities of digital literacies and they are a cultural domain in which "less new" literacies thrive.