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Teaching Games and Game Studies in the Literature Classroom

Bloomsbury Academic
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9781350269712
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ISBN13:
9781350269712
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Teaching Games and Game 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 students' critical thinking skills and intercultural competence through both digital and analog gameful approaches.


  • | Author: Tison Pugh, Lynn Ramey
  • | Publisher: Bloomsbury Academic
  • | Publication Date: Oct 20, 2022
  • | Number of Pages: 256 pages
  • | Language: English
  • | Binding: Hardcover/Computers
  • | ISBN-10: 1350269719
  • | ISBN-13: 9781350269712
Author:
Tison Pugh, Lynn Ramey
Publisher:
Bloomsbury Academic
Publication Date:
Oct 20, 2022
Number of pages:
256 pages
Language:
English
Binding:
Hardcover/Computers
ISBN-10:
1350269719
ISBN-13:
9781350269712