Abstract

<p><em>Nowadays, the development of literacy has found the new ways called Game Literacy. It is an approach based on literacy on game design or the ability to understand certain type of meaning. The aim of this study is to find an empirical data about game literacy across demographic factors (age, gender, playing game duration, and game’s genre). The samples of this research are 418 gamers from 23 provinces in Indonesia that taken by nonprobability sampling. Data collected by using google form to the gamer communities and social media groups. The method of this study is comparative study that aims to find the differences between each demographic factors. The result found that there are differences of game literacy referred to age (p=.000), gender (p=.004), and playing game duration (p=.004). Meanwhile, the other result has found that there are no differences referred on game genre (p=.063). The limitation of this research is the developmental stage of the subject. The subject of this study was only taken from early adults and older.</em></p>

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.