%0 Journal Article %T Engaging Students in Literacy Practices Through Video Game Book Groups %A Carolyn J. Stufft %J Literacy Research: Theory, Method, and Practice %@ 2381-3377 %D 2018 %R 10.1177/2381336918787191 %X Teachers can harness the power of video games to foster interest and engage students in literacy activities. Within this study, seven 6th graders participated in a video game book group during language arts instructional time. The study focused on tweens¡¯ figured worlds of literacy and video games and the intersections and divergences of these worlds. The research involved a comparative case study of two books (a video game text and a video game¨Crelated text), with all book group meetings audio-recorded, transcribed, and coded. The data provide support that tweens hold different figured worlds of in-school literacy versus gaming; this finding has implications for educators regarding tweens¡¯ literacy practices within and beyond the classroom %K digital literacies %K video games %K middle-grade literacy %K book clubs %U https://journals.sagepub.com/doi/full/10.1177/2381336918787191