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How might models for critical literacies developed in and through videogame play help us to conceptualize a model for critical AI literacies? In this proposed paper, underpinning conceptual discussions of videogame literacies are coupled with empirical and anecdotal data of middle and high school students’ and teachers’ use of generative AI in the United States and Denmark. Such an approach not only highlights how models for systems-based literacy (Walsh, 2010) and critical games literacy (Apperley & Beavis, 2013) can be used to explore and understand generative AI literacies, but also supports the development and explanation of how and why a model for critical AI literacies can be implemented in the 6-12 classroom to dismantle systemic biases.