Please use this identifier to cite or link to this item:
Title: Utilizing Videogames to Shape Good Social Members: a Critical Media Literacy Perspective
Authors: Kristono, Lany
Keywords: video games;critical media literacy;power and information;ideology
Issue Date: Nov-2013
Publisher: Faculty Language and Literature of Satya Wacana Christian University - Widya Sari Press
Abstract: Videogames have been considered to be one reason behind the increasing violence in today's life. However, considering that they seem to be an inseparable part of the young generation's life and that as a form of popular culture they are a site of contestation between the dominant and subordinate cultures, this paper would like to dig out how videogames can be manipulated as a medium to create good social members. To reach the objective, critical media literacy would be utilized because it enables viewers and learners to independently question exposed information in the dominating media culture at present; thus to be critical users of a popular culture product
Description: The 7th International Seminar 2013 “Language Policy and Planning: What are the Issues?” Salatiga, November 20 – 21, 2013 ; p. 180 – 185
ISBN: 978-979-1098-46-3
Appears in Collections:The 7th International Seminar 2013 "Language Policy and Planning: What are the Issues?"

Files in This Item:
File Description SizeFormat 
PROS_Lany Kristono_Utilizing Videogames to Shape_abstract.pdfAbstract457.72 kBAdobe PDFView/Open
PROS_Lany Kristono_Utilizing Videogames to Shape_fulltext.pdfFull text298.11 kBAdobe PDFView/Open

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.