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.
Teaching Games and Game Studies in the Literature Classroom
Tison Pugh and Lynn Ramey
Using concrete examples from the classroom, this book explores the benefits and challenges of using, making, and studying games in literature classrooms in a variety of institutions and settings.Rights Sold
All rights availableBook Details
Imprint: Bloomsbury Academic
Publication Date: 20-10-2022
Format: Paperback
256 pagesAbout the Editors
Tison Pugh is Pegasus Professor of English at the University of Central Florida, USA.
Lynn Ramey is Professor of French and Director of the Center for Digital Humanities at Vanderbilt University, USA.
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