ABSTRACT
According to Douglas Kellner, ‘critical media literacy’ (1) analyzes media artifacts and discourses as cultural products of production and struggle, and (2) emphasizes the need for ICT users to create media texts themselves, to promote self-expression and social activism.
This paper adopts Kellner’s definition, and asks if the video game form can aid educators in fighting the emerging ICT literacy divide by fostering critical new media literacies. First, I provide a literature review of the digital divide discourse, and then review how theorists have positioned video games with respect to learning and literacy. Next, I look at The Education Arcade project , Mary Flanagan’s RAPUNSEL software, and the Room 130 group, to see how these recent development and advocacy projects have addressed this question.
This paper argues that video games that fuse textual hermeneutics with media production practices can contribute to new media literacies.



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