Literacy in the Age of Digital Culture and Multimedia

B12

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Abstract

Investigating the strategies of distribution and customization of game-related content in virtual communities, we intend to extend the notion of text to include a multimedia comprehension. With a broader concept of text retrieved from McKenzie, we seek to debate the properties of interactive practices and its implications on learning and literacy, thus our focus on video games. Through the notions of “informatization of production” from Negri and Hardt’s Empire trilogy, we believe that it is possible to qualitatively assess the relation between man and machine (as apparatus and technique). In the same way as biopolitical production marks the utilization of these sociotechnical connections for purposes of capital, the affects with which the human is endowed to reorganize and recode our cognitive and technological skills, thus, generating a “true” technological literacy. This kind of digital literacy, contrary to the notion of instrumentalization, steps out from the field of mobility to the field of mobilization.