The Reading Agency challenge: harnessing the global power of games to win new readers

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The Reading Agency challenge: Harnessing the global power of games to win new readers Michelle Treagust Lancaster Literacy Research Centre International Summer School in Digital Literacies, 1 July 2010

description

The Reading Agency is an independent charity, with a mission to inspire more people to read more in the belief that reading can have a profound effect on people’s life chances. They have recently carried out a study into gaming and reading, looking at whether the gaming medium can be used to encourage more adults to read. During the session they will explore how reading and meaning are situated within the social and cultural practices of gaming and technology and set the challenge of creating a game to entice adult readers with low literacy skills.

Transcript of The Reading Agency challenge: harnessing the global power of games to win new readers

Page 1: The Reading Agency challenge: harnessing the global power of games to win new readers

The Reading Agency challenge:Harnessing the global power of games to win new readers

Michelle TreagustLancaster Literacy Research CentreInternational Summer School in Digital Literacies, 1 July 2010

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Overview

• Introduction to The Reading Agency• Report: Gaming for reading: a feasibility

study on the use of video games to engage adults with low literacy in reading for pleasure

• The gaming industry context• Experiential learning – games• YOUR Reading Agency Challenge• Get involved

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Introduction

• Michelle Treagust• Project manager (The Reading Agency)• Skills for Life practitioner• Media producer• Geek / gamer

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Readers vs Gamers

Source: www.mobile-financial.com

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Why is The Reading Agency interested in gaming?

• We inspire people to read more because we believe reading changes lives.

• We run projects to engage all ages; children, young people and adults.

• We know that not all adults find reading easy or enjoy it.• We believe in the broader definition of reading – all types of

text, including that in games.• We promote ‘reading for pleasure’ – reading that is dictated

by individual choice, fiction & non-fiction.• We run projects with partners to engage with adult readers;

libraries, education, workplaces, broadcasters.

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Projects for adult learners

• Six Book Challenge sixbookchallenge.org.uk

• First Choice Books firstchoicebooks.org.ukFinding the right books

• Quick Reads resources readinagency.org.uk/quickreadsIdeas for using Quick Reads

• Chatabout chatabout.org.ukProgression to reading groups

• Words for Life (Entry Level)Working with Entry Level readers

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Six Book Challenge

Source: www.youtube.com/watch?v=zFoYrWCttEM

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Gaming: context

• Nearly 75% of the British public play games regularly.

• World’s largest entertainment industry – sales of games increasing 20% per year.

• FarmVille has over 82 million users signed up.• Developers are targeting a wider demographic.• Video games have moved from the back room

into the family room.• Publishing industry are exploring with turning

books into games.

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A game or a book?

Source: www.youtube.com/watch?v=gew68Qj5kxw

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A book or a game?

Source: www.youtube.com/watch?v=EnBrDDlgNRk

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Have a play

• In small groups you have a platform to play with; iPod touch, Xbox, internet, Nintendo DS, iPhone.

• (Select) and play a game/s.• Discuss in your groups:

• How complex is the game play? • What, if any, literacy skills are required to play the

game?• How could this game be used to engage literacy learners

and develop their skills?• What potential (and issues) can you identify for readers,

practitioners and policy makers in using such games?

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YOUR challenge

• Turn the Six Book Challenge into a digital format.• Drawing on your observations of the game you’ve

just played, in your groups consider:• What platform/s will the game be available on?• What will be the game play?• What elements will make it engaging to literacy

learners?• How will you make it FUN?• What could be the problems with turning the SBC into a

digital game? How could these be overcome?• Is it a good idea?• What should it be called?

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Findings

• Groups

• Gaming for reading• Digital technologies are having a significant beneficial

impact on learners.• Readability assessment of games shows the majority to

be accessible to Entry Level 3 / Level 1 adult readers.• Positive attitude to games from practitioners.• Opportunity for developers and publishers to work

together to reach new audiences.

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Next steps• Round table chaired by Tom Chatfield and

included games developer, publisher, education, games author.

• Carry out further research into this area to develop guidelines for practitioners – partnered with a HE institution.

• Partner with a provider to carry out action research.

• Work with a games developer or publisher to make a digital Six Book Challenge.

• Encouraging people to join the debate online.

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Get involved

Report:www.readingagency.org.uk/adults/gaming-for-reading/

Forum:www.readingagency.org.uk/new-thinking/forum/

Twitter: @readingagency #gaming4reading

Newsletter: www.readingagency.org.uk/sign-up/

YouTube: www.youtube.com/readingagency

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Thank you

Twitter: @mushychelle

Email: [email protected]