The definition of the word literacy by Gee definitely rocks. Traditionally, the word literacy delineates people’s ability to read and write; which generally anchors on the use of words. Gee’s definition overrides these confines to encompass the use of symbols, diagrams, images, artifacts to communicate and more importantly perpetuate literacy. Playing of video games tends to encompass symbols, diagrams, images, artifacts to communicate. Unlike many people, he seems broad-minded to support video games. He does not regard playing video games as a waste of time but rather as a means of communication and literacy undertaking.
The entire text in chapter two has numerous golden lines to support the use of video games. The most outstanding of them all is support video games beyond reasonable doubt, and I quote, “I am convinced that playing video games actively and critically is not a ‘waste of time.’ And people playing video games are indeed (pace the Six-year old's grandfather) learning the ‘content’ albeit usually not the passive content of school-based facts” (Gee 40). The statement in quotes glows in for two reasons. To begin with, it does summarize the entire text. Even without reading the text, it is easier to say that the author is an ardent supporter of video games. Secondly, the quote offers an explanation that vividly supports the central idea. It supports video games amongst people of all ages. I have been scolded many times than I can remember over the amount of time I spend playing video games; not anymore. It makes me feel nice because I can now confidently support my passion for video games from scholarly work hence they should be embraced.
Work Cited
Gee, James Paul. "What video games have to teach us about learning and literacy." Computers in Entertainment (CIE) 1.1 (2003): 20-20.