2012
DOI: 10.1080/09500782.2012.691516
|View full text |Cite
|
Sign up to set email alerts
|

‘Grand Theft South Africa’: games, literacy and inequality in consumer childhoods

Abstract: Discussions of 'game literacy' focus on the informal learning and literacies associated with games but seldom address the diversity in young people's gaming practices, and the highly differentiated technologies of digital gaming in use. We use available survey data to show how, in South Africa, income inequalities influence consumption patterns, shaping experiences of digital games. Two case studies of young people's play practices involving digital games in Cape Town suggest the fragmentation and inequalities… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

1
15
0

Year Published

2013
2013
2024
2024

Publication Types

Select...
5
3

Relationship

1
7

Authors

Journals

citations
Cited by 21 publications
(16 citation statements)
references
References 19 publications
1
15
0
Order By: Relevance
“…Market research suggests that 9 million unique users subscribe to the GPRS data channel [19]. Meanwhile MXit, a Java-based GPRS "internet-lite" chat application, has become popular enough, as a first-time mobile internet experience, to spawn moral panics, new phrases, and political sagas [20][21][22][23][24]. Thus "mobile centric" [25] internet use is increasingly prevalent, particularly in urban areas and among youth [26,27].…”
Section: The South African Contextmentioning
confidence: 99%
“…Market research suggests that 9 million unique users subscribe to the GPRS data channel [19]. Meanwhile MXit, a Java-based GPRS "internet-lite" chat application, has become popular enough, as a first-time mobile internet experience, to spawn moral panics, new phrases, and political sagas [20][21][22][23][24]. Thus "mobile centric" [25] internet use is increasingly prevalent, particularly in urban areas and among youth [26,27].…”
Section: The South African Contextmentioning
confidence: 99%
“…Roger Caillois categorizes play within four different types [13], building on the Greek terms: (1) Agon, referring to games of a competitive nature, (2) Alea, pertaining to games of chance, such as casino games, (3) Mimesis, referring to role playing and (4) Ilinx, which encompass aspects of extreme sports that provide adrenaline rushes and even taking hallucinogenic substances or riding rollercoasters. Games are one of the most extensively studied forms of play, both in academia in general [13,40,81], as well as around technology more specifically [42,52,69,83]. We discuss games throughout, in the common, everyday understanding of the term, encompassing all these different forms.…”
Section: The Origins and Importance Of Playmentioning
confidence: 99%
“…This has far-reaching implications for the games industry in South Africa, which is overwhelmingly dominated by white males (Hall, 2015). Games are seen as a luxury, with the vast potential they present obscured by the assumption that they belong to an elite upper class (Walton & Pallitt, 2012). This perception is compounded by the severe socio-economic difficulties of entering the fledgeling industry.…”
Section: Introductionmentioning
confidence: 99%
“…Modes of thought and practice, embedded in the discourse, are more penetrable to students who are prolific game players, and are still not sufficiently modelled for and made explicit to novice players (Middendorf & Pace, 2004;Zagal & Bruckman, 2008). In the South African context, with its complex economic and racial dynamics, this effectively excludes many black students (Walton & Pallitt, 2012).…”
Section: Geyser: Decolonising the Games Curriculum 22mentioning
confidence: 99%