JOURNAL OF ADOLESCENT & ADULT LITERACY 48:5 FEBRUARY 2005 428
© 2005 INTERNATIONAL READING ASSOCIATION (pp. 428–432) doi: 10.1598/JAAL.48.5.6
Joining the video-game
literacy club: A reluctant
mother tries to join the “flow”
Lori Norton-Meier
MEDIA LITERACY
Late one Thursday, after teaching an intellectually
stimulating graduate course on the issues and
trends in literacy education, I arrived home keyed
up and wanting to talk about many thoughts in-
spired by the questions and thinking of 15 prac-
ticing teachers. However, my house was dark and
quiet. My husband and two teenagers had already
called it a night. As I stepped quietly into the
house, trying to avoid backpacks, shoes, and a
toolbox, I caught a glimpse of my one-eyed
nemesis.
Its name is Xbox. I quickly learned when
this “monster” invaded my home that the neon-
green power button “eye” must never be turned
off. It means a game is in progress. Yes, this so-
called video-game machine is my sworn enemy.
How much quality family time has been lost to
this black box? My husband, 14-year-old daugh-
ter, and 17-year-old son play for hours. No, not
hours—days!
Most of our dinner conversations revolve
around video-game strategy, design, and how to
handle problems and situations that arise at dif-
ferent levels of game play. Whatever happened to
Pong, I wonder. It was a simple game that I played
many years ago with my brother. Simple game,
simple controller, simple mission—bounce the
“ball” back and forth. Perhaps it’s the reason I re-
fuse to play video games now. Something that
once seemed so easy is now so complex. And yet,
my family invites me regularly to join in their
play, as does the monster’s flashing green eye, sig-
naling that the power is on and the controller
awaits.
Standing outside the video-
game literacy club
So, I’ve turned my back on this thing called the
video-game literacy club and I refuse to join.
Smith (1987) introduced the concept of the “lit-
eracy club” to explain his belief that we learn
from other people and that joining a club of peo-
ple who are like us makes it easier to engage in
their activities. When I first studied Smith’s work,
I pictured a large circle with a group of students
standing firmly in the center (avid readers with a
solid understanding of the way the club works).
Then, there are those students who can read but
choose not to, so I envision them stepping in the
circle and stepping out. Then, of course, there are
also those students (like me) who stand on the
outside of the circle with their backs turned and
arms firmly crossed, refusing to even consider the
idea of this literacy club.
Yet, can I truly dismiss every aspect of the
video-gaming world? I have to admit that I am a
computer solitaire fanatic and love to play
backgammon on the Internet with an unknown