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LudoLectic: The Gospel of Game Literacy

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The perfect, quick-read for any person looking to expand their perspective on games. The perfect guide for anyone looking to get non-gamers interested in the hobby, or share their favorite games with others. To play a game requires a certain level of skill, a level of familiarity with a controller. Beyond this basic level of skill, the video game industry, though young, has had decades to develop, adapt, and evolve progressively more complex controls. It has evolved a shared jargon and lexicon. With the 9th generation of games upon us, the industry is moving into a new renaissance of divergent design, genre, and platforms that could appeal to any person of any background. It is because we are so close to this precipice that the need for widespread understanding of the value of games and the widespread ability to enable people to engage with any game they desire is more important than ever before. With any luck, this short writing has given you the tools to help make that happen.

31 pages, Kindle Edition

Published January 14, 2021

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Displaying 1 of 1 review
Profile Image for Jonathan.
11 reviews
October 19, 2024
The core concept of the book is solid: To offer fundamental advice to those that want to introduce the hobby or video games to others.

However, the end result is incredibly short, which makes it feel like the writer never really reaches the core of his argument. For example, he mentions asking questions to push new players forward, but doesn't provide advice for asking "motivational questions", leaving you only with a few examples to try out.

As it stands the book is fine, but with I wish it had a bit more scientific depth. Tell me more about the surrounding context, like how people learn from interactivity, how to motivate others with questions or leading sentences during play or how to observe sources of boredom/frustration.

I also think the writer misses his own point when he mentions the length of the book. He kept it short, because he felt that mentioning a lot of game trivia would not help people who try to teach others how to play games. However that's the wrong perspective. The way games are is not the starting point for teaching, the person you have in front of you is. If you want to teach a skill, your starting point is the current level of your student and his/her interest in the materials, and while the book mentions these topics, it could have gone way deeper into that aspect.

The book also contains quite a few spelling mistakes, most notably in the model of input complexity.

I have yet to read "controller revolution", but I hope it does more with the topics it tackles, rather than keeping it short for unclear reasons.
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