Information Literacy in Video Games' Affinity Spaces-A Case Study on Dota 2


Beutelspacher L., Henkel M.

7th European Conference on Information Literacy (ECIL), ELECTR NETWORK, 20 - 23 September 2021, pp.302-313, (Full Text) identifier identifier

  • Publication Type: Conference Paper / Full Text
  • Doi Number: 10.1007/978-3-030-99885-1_26
  • Country: ELECTR NETWORK
  • Page Numbers: pp.302-313
  • Hacettepe University Affiliated: No

Abstract

This paper examines which aspects of information literacy are applied in the use of digital services within the affinity space of the multiplayer online battle arena (MOBA) video game Dota 2. For this purpose, we conducted interviews and an online survey to find out about the services Dota 2 players use to find and share information and their perception of information literacy regarding those activities. Results show that almost all participants use information sources outside of the game and that a variety of information literacy skills are needed to deal with the amount of information and to manage communication with other players.