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Videogames as a resource for values education: A systematic review of literature through a critical literacy lens

This paper presents a systematic literature review examining how videogames are utilized for values education through a critical literacy lens, identifying key themes regarding concerns, design, and the intersection of games with values, while proposing a critical multimodal literacy framework to guide teachers in planning related learning experiences.

Original authors: Nathan Lowien, Zirui Liu, Georgina Barton, Jon Callow, Frank Serafini

Published 2026-10-08
📖 5 min read🧠 Deep dive

Original authors: Nathan Lowien, Zirui Liu, Georgina Barton, Jon Callow, Frank Serafini

Original paper licensed under CC BY 4.0 (https://creativecommons.org/licenses/by/4.0/). ✨ This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

In a world facing complex challenges like climate change and social inequality, schools are increasingly turning their attention to values education. This field is not about lecturing students on a single set of rules, but rather about helping young people navigate difficult questions of right and wrong, justice, and community. Central to this approach is the idea of critical literacy, a way of reading and thinking that encourages people to look beyond the surface of a story or image to understand how it shapes our view of the world. While this method has long been applied to books and news articles, a new frontier has emerged: the digital games that dominate the leisure time of children and teenagers. These games are not just entertainment; they are rich, interactive stories filled with choices, characters, and moral dilemmas. The question for educators is whether these powerful, immersive experiences can be harnessed in the classroom to help students think deeply about their own values and the values of the society they live in.

A team of researchers set out to answer this question by conducting a systematic review of existing studies. They gathered and analyzed eighteen academic articles that explored how video games are used to teach values. Their goal was to move beyond the common debates about whether games are harmful or helpful and instead look at the specific ways these digital tools are being used as resources for learning. The researchers examined what kinds of values were being studied, which games were being used, and what themes emerged from the literature regarding the intersection of gaming and moral education. They found that the conversation is far more nuanced than a simple list of pros and cons. Instead, the research reveals a landscape where concerns about negative content coexist with sophisticated designs that intentionally embed ethical challenges, all waiting to be unpacked by skilled teachers.

The researchers discovered that the literature generally falls into three main areas of concern. The first area addresses the worries many people have about video games. Studies noted that some games contain harmful representations, such as sexism, racism, or excessive violence, which can lead to aggressive attitudes or negative impacts on a student's well-being. The review highlighted that these issues are real and significant; games can sometimes reinforce problematic worldviews or create addictive behaviors. However, the researchers argued that these concerns do not mean games should be banned from the classroom. Instead, they suggest that these negative elements are exactly what make games valuable for education. When teachers guide students to critically examine these harmful representations, they turn a potential risk into a powerful learning opportunity, helping students understand how values are constructed and contested in digital media.

The second area of focus is how games are actually designed to teach values. The review found that many modern games are built with specific features that encourage players to think about ethics. Designers often create scenarios where players must make difficult choices, such as deciding whether to help a stranger or save a resource, with the game tracking the consequences of those decisions. Some games use visual and narrative cues to show players different perspectives, forcing them to step into the shoes of characters they might not otherwise understand. The researchers noted that these design elements are not accidental; they are intentional tools that can prompt players to reflect on their own behavior and the moral weight of their actions. By understanding how these games work, educators can select titles that naturally foster discussion about ethics and morality.

The third theme connects these games directly to the classroom. The studies showed that when used correctly, video games can provide a low-risk environment where students can practice making ethical decisions and exploring complex social issues. The research suggests that teachers can use specific frameworks to plan lessons that integrate games into subjects like English or social studies. For instance, a teacher might ask students to analyze the dialogue and visual choices in a game to understand what values the characters hold. The review emphasized that simply handing a student a game is not enough; the learning happens when the teacher guides the student to look at the game as a text, questioning the values it implies and whose interests those values serve. This approach allows students to build their own understanding of morality while engaging with a medium they already love.

To bring these findings together, the researchers proposed a conceptual framework for teachers. This guide helps educators think through three key questions before using a game in class: What are the potential negative implications, such as violence or harmful stereotypes? How is the game designed to offer moral choices, and what do those choices look like? And finally, what specific values are being taught, and whose perspective do they represent? The framework suggests that by asking these questions, teachers can bridge the gap between the digital world of their students and the academic goals of the school. They can transform a video game from a passive pastime into an active tool for developing critical thinking and democratic values.

The review concludes that video games are a vital resource for values education, but only if they are approached with a critical eye. The research does not claim that games are a magic solution or that they are inherently good or bad. Instead, it suggests that the power of these games lies in their ability to simulate complex social situations and moral dilemmas. When educators use critical literacy to examine these digital worlds, they can help young people navigate the challenges of the twenty-first century with greater care and understanding. The study confirms that the values embedded in our digital lives are just as real and important as those in our textbooks, and they deserve the same level of thoughtful examination.

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