Teaching Games and Game Studies in the Literature Classroom
β Scribed by Tison Pugh; Lynn Ramey (editors)
- Publisher
- Bloomsbury Academic
- Year
- 2022
- Tongue
- English
- Leaves
- 257
- Category
- Library
No coin nor oath required. For personal study only.
β¦ Synopsis
Teaching Games and Games Studies in the Literature Classroom offers practical suggestions for educators looking to incorporate ludic media, ranging from novels to video games and from poems to board games, into their curricula. Across the globe, video games and interactive media have already been granted their own departments at numerous larger institutions and will increasingly fall under the purview of language and literature departments at smaller schools. This volume considers fundamental ways in which literature can be construed as a game and the benefits of such an approach. The contributors outline pedagogical strategies for integrating the study of video games with the study of literature and consider the intersections of identity and ideology as they relate to literature and ludology. They also address the benefits (and liabilities) of making the process of learning itself a game, an approach that is quickly gaining currency and increasing interest. Every chapter is grounded in theory, but focuses on practical applications to develop studentsβ critical thinking skills and intercultural competence through both digital and analog gameful approaches.
β¦ Table of Contents
Cover
Contents
List of Figures
Introduction: Ludology, Narratology, and Teaching Literary Games Tison Pugh and Lynn Ramey
Part I: Theories of the Ludic and Literary Classroom
1 Developing and Teaching Games-Focused English Courses:
A Technological and Curricular Walkthrough Eric Detweiler
2 Gaming Literature: Games as an Accessible Entry into the Study of
Literature Regina Marie Mills
3 Levelling up: Transferring the Analytical Gaze from Print Literature
to Digital Literature and Digital Games in the Literature Classroom Nolan Bazinet
4 Reverse-Engineering Stories in the Literature Classroom: Linking
Video Games and Traditional Narratives to Foster Critical Reading Skills John Misak
5 Pwning Tolkienβs Trilogy: Game Studies in a Massively Open Online
Course (MOOC) Don Rodrigues and Jay Clayton
6 How/Why We Read/Play: Conceptualizing Reader Goals in the
Game of Literature Mitchell Gunn
Part II: Video Games and Interactive Media in the Literature Classroom
7 Ready Player Action: Teaching Close Reading and Critical Play
in a Ludic Century Craig Carey
8 Teaching Japanese Video Games: Practical Strategies for Analysis
and Assessment Ben Whaley
9 Intervening in Game Cultures: Video Game Streams and/as Literature Cody Mejeur
10 Ethical Simulation Games in the Liberal Arts Classroom:
Civilization V, SimEarth, and Sweatshop Harry Brown and Nicole Lobdell
11 Procedural Bibliography: A Ludoliterary Pedagogy for Thinking
Outside the Book Chloe Anna Milligan
Part III: Gaming Identity and Ideology in the Literature Classroom
12 Teaching the IΓ±upiaq Video Game Never Alone and/as Literature Natalie Neill
13 First Person in Translation: Gaming Perspectives on Indigenous
Languages and Literatures Jillian Sayre
14 Playing in the Dark: Teaching Representation, Appropriation, and
Identification with Assassinβs Creed III James K. Harris
15 Constructing Subjectivities and Teaching Otherness through the
Silent Hill Series Katsuya Izumi
Part IV: Gamifying the Literature Classroom
16 Film and Literature Instruction through Live-Action Role-Play Evan Torner
17 How to Develop Gamified Pedagogical Strategies: A Case Study of
Classical Japanese Poetry in the Undergraduate Classroom Catherine Ryu
18 Designing and Implementing a Roleplaying-Game-Based Course in
Advanced Classical Literature: Challenges, Benefits, and Iterations Roger Travis
19 Games We Play on Paper: Understanding the Process of Discovery
through Detective Fiction and Behavioral Neuroscience Michelle Robinson and Marsha Penner
20 Making Feminist Games in the Gender Studies and Literature Classroom Gabi Kirilloff
Afterword: Confessions of a Game Scholar in an English Department Anastasia Salter
Notes on Contributors
Selected Bibliography
Selected Ludography
Index
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1 volume ; 20 cm