Share Paper: Video Games as a Literacy Tool: A Comparison of Players’ and Nonplayers’ Grades, Reading Test Scores, and Self-Perceived Digital Reading Ability

  1. Soonhwa Seok, Korea University, Korea (South)
  2. Boaventura DaCosta, Solers Research Group, United States
Tuesday, March 19 3:00-3:20 PM Wilshire B

Abstract: Given the growing importance of digital literacy, and the continued deliberation about the academic potential of video games, this study explored if and how video game play contributes to reading performance. Specifically, the grade point level, silent contextual reading fluency, and perceived digital reading ability of South Korean video game players (N = 589) and nonplayers (N = 617) were examined. The findings revealed that nonplayers had better grades and were better readers, while players held stronger positive perceptions about their reading ability not aligned with their grade point level or silent contextual reading fluency. The study does not debate ...