The Future of Reading: Using Video Games as Bait to Hook Readers

In this 10/6/08 New York Times article, Motoko Rich writes about the relationship between video game-playing and reading. More specifically, Rich focuses on how video games can be used to inspire the reading of traditional books.


The article highlights several unique examples of the integration of gaming into formal and informal educational environments such as classrooms and libraries. Examples include, an author who simultaneously conceived of a science fiction novel and video game for pre-teens, a New Hampshire school teacher who incorporated the game Civilization into her curriculum, and a library that hosted several gaming tournaments. Rich questions whether gaming can entice a child into picking up a book and beginning to read.


The article also explores how the definition of reading changes within the context of games and digital media, bringing the entire nature of reading into question. The article quotes Jack Martin, assistant director for young adult programs at the New York Public Library, who states, "I think we have to ask ourselves, 'What exactly is reading?' Reading is no longer just in the traditional sense of reading words in English or another language on a paper."


At a time when we have the technology and the opportunity to creatively explore the current state of education within the context of gaming. While the research demonstrating that students are driven to read as a direct result of their gaming has yet to be conclusively released, it is inspiring that these different environments are experimenting with the integration of games and new technology into their educational programming. Read full article