Beavis et al. (2009)

Beavis, C., Apperley, T., Bradford, C., O’Mara, J., & Walsh, C. (2009). Literacy in the digital age: Learning from computer games. English in Education, 43(2), 162-175.

Attention has been given to the broader notion of literacy or literacies as the proliferation of all kinds of text, images, video have become commonplace on the Net. This paper raises a lot of important issues that are applicable across a broad section of educational interest. The study

confronts a key paradox in contemporary education, which posits that the skills demanded for an increasingly technological and changing work-place are not being learned in schools; rather they are being learned through youth’s ‘engagement’ in virtual worlds. (pp. 163-4)

What is interesting in terms of the time when the study was conducted that computer games were initially seen as software that ran on conventional platforms. It was quickly realised that that was not where the action was, so to speak.

If you read this study through your own professional interest lens if it is not English, you will generate a number of useful questions to think about and perhaps make use of in thinking about the resource on which you are working. Good ideas, as Steven Johnson1 argues don't come from staying in your own comfortable patch of territory.

The paper offers a rich account of the explorations of using the game as what Hugh MacLeod calls a social object. Something around which productive conversations and ideas can occur. Perhaps, why someone is using your professional resource and not someone else's.

Also look at the questions that are asked in the study. Direct questions such as what did you learn are primings for the student-like response. That is something that is more or less predictable. If, however, you can get the person to "teach you" about their experiences, you'll often get the opportunity to explore what happened by being able to ask a series of dumb questions.

Literacy folk are fond of thinking about many things that are not texts in the literal sense, as texts. It has been a productive line of enquiry for a long time for them. So. Why not think about computer games as … - fill in an aspect of your professional interest that fits?

This is also a good model paper for you, a report of a research study. It is written in the classical style and offers the kind of logical flow you'd be expected to produce when/if you ever write such a report.