When adults look at teenagers playing video games, they often see a pleasant (but also ultimately meaningless) way of spending free time. What they might miss is the fact that for many young people games have become the most important part of their media ecosystem – and a space in which they learn critical thinking and other skills associated with media literacy. Such skills will prove crucial in their future – they will allow them to handle the surplus provided by the media, separate valuable information from fake news, and make informed choices of their own. All thanks to spending long hours playing video games.
Sherri Hope Culver, Director of the Center for Media and Information Literacy (CMIL) at Temple University, USA
Pawel Schreiber, Assistant Professor at the Faculty of English Literatures at Kazimierz Wielki University in Bydgoszcz, Poland
Jakub Zgierski, Creator and manager of Games for Impact – an international festival of purposeful games based in Warsaw, Poland
This event is co-organized by Digital Communication Network and World Learning and is part of DCN’s Ideas in Action – Digital Engagement, a series of virtual events launched in the context of the COVID-19 crisis. DCN s supported by the U.S. Department of State’s Office of Citizen Exchanges.
Digital Communication Network created in 2015, is a 7.000 member strong collaborative network that connects professionals of the digital age from a variety of backgrounds, in order to generate ideas, tools, and products for media outlets, civil society organizations, businesses and public authorities.