“…Although videogames and literacies has been a topic of research for over 20 years (Abrams, 2015b;Beavis, 1998;Beavis & Charles, 2005;Bailey, 2016;Burnett & Merchant, 2014;deHaan, 2019;Engerman et al, 2019;Gee, 2003;Gerber & Abrams, 2014;Hanghøj et al, 2020;Hawisher & Selfe, 2007;Nash & Brady, 2021;Rosas et al, 2003;Schaffer et al, 2005;Squire, 2011;Steinkuehler et al, 2010;Steinkuehler et al, 2012;Van Eck, 2008;Wolf & Perron, 2003), we see this special issue (re)initiating the particular discussion of gaming and L1 literacies. With authors from across the globe-Australia, Cyprus, Denmark, Greece, and the United States-this collection includes research from various contexts and metacontexts, highlighting the idiosyncratic nature of gaming and literacies in particular spaces while revealing a universality of key features of gaming that can serve as fodder for educators and education researchers to literally and figuratively level up their research and teaching practices.…”