Family Video Gaming Literacies: Practices and Perspectives
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| Title: | Family Video Gaming Literacies: Practices and Perspectives |
|---|---|
| Language: | English |
| Authors: | Rachel LaMear, Sam von Gillern |
| Source: | English Teaching: Practice and Critique. 2026 25(2):178-196. |
| Availability: | Emerald Publishing Limited. Howard House, Wagon Lane, Bingley, West Yorkshire, BD16 1WA, UK. Tel: +44-1274-777700; Fax: +44-1274-785201; e-mail: emerald@emeraldinsight.com; Web site: http://www.emerald.com/insight |
| Peer Reviewed: | Y |
| Page Count: | 19 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Early Childhood Education Elementary Education Kindergarten Primary Education Grade 1 Grade 2 Grade 3 Grade 4 Intermediate Grades Grade 5 Middle Schools |
| Descriptors: | Video Games, Multiple Literacies, Kindergarten, Young Children, Grade 1, Grade 2, Grade 3, Grade 4, Grade 5, Parent Attitudes, Parent Child Relationship, Elementary School Students, Literacy, Digital Literacy, Technology Uses in Education, Educational Games, Family Environment, Educational Practices |
| DOI: | 10.1108/ETPC-09-2025-0215 |
| ISSN: | 1175-8708 |
| Abstract: | Purpose: This study aims to examine family video game literacy practices and parental perspectives on incorporating video games into elementary classroom literacy instruction to explore the relationship between children's out-of-school digital literacies and traditional school-based literacy practices. Design/methodology/approach: A qualitative case study was conducted with 33 K-5 students and 15 parents from a Midwestern elementary lab school during a unit on video games. Data were collected through student artifacts, parent surveys, interviews and observations. Qualitative thematic analysis was used to identify patterns related to family gaming practices and parental perspectives. Findings: Video games serve as shared texts between children and family members, creating meaningful intergenerational literacy experiences that bridge home and school contexts. Children positioned themselves as experts during family interactions, disrupting traditional educational power dynamics and demonstrating literacy skills through video game strategy guide creation and gameplay instructions. Parents' perspectives evolved from initial surprise and concern about treating games as texts to recognizing their literacy value and noted increased communication about school activities. Parental support increased when games were framed as legitimate literacy texts within intentional instruction. Originality/value: This research challenges assumptions about parental resistance to video games in school and contributes to the limited literature on how video games and gaming can function as family literacy practices. The study demonstrates that educators can use video games as effective bridges between home and school literacy practices, contributing to an expanding understanding of what constitutes legitimate family literacy engagement in digital contexts. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1508714 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
|---|---|
| Header | DbId: eric DbLabel: ERIC An: EJ1508714 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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Design/methodology/approach: A qualitative case study was conducted with 33 K-5 students and 15 parents from a Midwestern elementary lab school during a unit on video games. Data were collected through student artifacts, parent surveys, interviews and observations. Qualitative thematic analysis was used to identify patterns related to family gaming practices and parental perspectives. Findings: Video games serve as shared texts between children and family members, creating meaningful intergenerational literacy experiences that bridge home and school contexts. Children positioned themselves as experts during family interactions, disrupting traditional educational power dynamics and demonstrating literacy skills through video game strategy guide creation and gameplay instructions. Parents' perspectives evolved from initial surprise and concern about treating games as texts to recognizing their literacy value and noted increased communication about school activities. Parental support increased when games were framed as legitimate literacy texts within intentional instruction. Originality/value: This research challenges assumptions about parental resistance to video games in school and contributes to the limited literature on how video games and gaming can function as family literacy practices. The study demonstrates that educators can use video games as effective bridges between home and school literacy practices, contributing to an expanding understanding of what constitutes legitimate family literacy engagement in digital contexts. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1508714 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1508714 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1108/ETPC-09-2025-0215 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 19 StartPage: 178 Subjects: – SubjectFull: Video Games Type: general – SubjectFull: Multiple Literacies Type: general – SubjectFull: Kindergarten Type: general – SubjectFull: Young Children Type: general – SubjectFull: Grade 1 Type: general – SubjectFull: Grade 2 Type: general – SubjectFull: Grade 3 Type: general – SubjectFull: Grade 4 Type: general – SubjectFull: Grade 5 Type: general – SubjectFull: Parent Attitudes Type: general – SubjectFull: Parent Child Relationship Type: general – SubjectFull: Elementary School Students Type: general – SubjectFull: Literacy Type: general – SubjectFull: Digital Literacy Type: general – SubjectFull: Technology Uses in Education Type: general – SubjectFull: Educational Games Type: general – SubjectFull: Family Environment Type: general – SubjectFull: Educational Practices Type: general Titles: – TitleFull: Family Video Gaming Literacies: Practices and Perspectives Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Rachel LaMear – PersonEntity: Name: NameFull: Sam von Gillern IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 06 Type: published Y: 2026 Identifiers: – Type: issn-electronic Value: 1175-8708 Numbering: – Type: volume Value: 25 – Type: issue Value: 2 Titles: – TitleFull: English Teaching: Practice and Critique Type: main |
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