Hello Bloggers! The text I I’m going over today is “Gender
and Gaming in a First Year Writing Class” by Rebekah Shultz Colby. It seemed interesting because it mentioned World of Warcraft, an online video game
with millions of players. That will soon
be a subject I will study in a digital diversity course I’m taking so I thought
the text would make a good introduction.
The text was essentially a study of
a class involving this game and writing.
The students would study this game, and find subjects within that they
found interesting to investigate further; like “why high level player like to
combat low level players” or things like that.
Colby began a case study on her female student and their experiences
with games and how that affected their ability to participate in the
class. She found that many of them
lacked “gaming literacies” which restricted their ability to fully explore the
game and limited their scope of writing on the subject, as a result. This game is built upon what would have been
learned in previous games. The female
students tended to have fewer experiences with video games than their male counterparts,
and thus a higher barrier to entry for this one. This is theorized to be due to video games
traditionally being designed and marketed exclusively to a male audience.
So what can we learn from this in
the field of rhetoric and composition?
This teaches us a lot about catering to our audience and making it
accessible to others. As seen in this
article, World of Warcraft fails to
teach “gaming literacy” to groups unaccustomed to gaming in general. Similarly, a writing or speech could be
ineffective to a general audience if it fails to provide a background or
context necessary for the audience to understand the subject matter.
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