In order to explore the educational significance of games in terms of literacy, this study aims to understand how students perceive their game experiences and what patterns of literacy students show through game literacy classes. A digital game production class was conducted for 5 students. Classes were held for a total of 7 hours; 8 weeks, and individual interviews were conducted before and after the class. Classes were conducted online (zoom) and offline, and each class was recorded and recorded and used for data analysis. In addition, the class assignments submitted by the students, the finally completed game, and the feedback between the students were transcribed and analyzed.
As a result of the study, the students were incompletely knowledgeable about their game experience compared to the rich game experience. The students showed difficulty in fully explaining or expressing their game experience, and showed limited understanding of the industry and various issues related the game. Regarding the negative influence of games, they felt conflict and confusion between their positive experiences with games and social discourse about the negative effects of games. In addition, the student’s game experience hardly led to peripheral literacy activities. However, the students perceived the game as a space where they could express their subjectivity. In addition, the student’s subjectivity was expressed as a critical awareness of game production tools.
The students had a clear purpose in making games and utilized their cultural resources. The goal is to ‘make fun’ for their peers and utilized various playful and narrative elements of the game to achieve this. Students composed ‘fun of reversal’, ‘fun of challenge’ and ‘fun of discovery’ using play elements. In narrative element, ‘utilization’, ‘transformation’, ‘reconstruction’ was used to be intended fun.