Twilight Imperium: not exactly a gateway game
The former Secretary-General of the United Nations, Koff Annan, once stated that: “Literacy is a bridge from misery to hope.” Literacy need not be restricted to simply having the capacity to read and write; furthermore, those of us that possess this bridge have a responsibility to help others build theirs. So, what about game literacy, and how does building such a bridge manifest itself around the tabletop?
In order to consider the consequences and effects of game literacy, let us first turn our attention to the more widely-studied area of science literacy. As outlined in the 2016 report by the National Academies of Sciences, Engineering and Medicine, science literacy extends beyond a basic knowledge of scientific facts, and includes an understanding of scientific processes and practices, a familiarity with how science and scientists work, and includes an ability to engage in meaningful discussions about the function and purpose of science. It is, therefore, desirable not only for individuals, but also for the health and wellbeing of society, as a science-literate public can better engage scientists with their work and research, challenging attitudes, driving reform, and suggesting new avenues for exploration. Despite its importance, good science communication can be a challenge. For scientists, and indeed any experts, who have worked in a particular field for several years or decades, the use of specific technical terminology can become second nature. But while these terms may have entered the general language of the expert, to the uninitiated they make at best little sense, and at worst suggest that this a world to which they do not belong. In science, then, and in other fields, this jargon can become an unconscious form of exclusion.