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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…mehr
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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.
Produktdetails
- Produktdetails
- Verlag: Bloomsbury UK
- Seitenzahl: 256
- Erscheinungstermin: 22. September 2022
- Englisch
- ISBN-13: 9781350269736
- Artikelnr.: 64436398
- Verlag: Bloomsbury UK
- Seitenzahl: 256
- Erscheinungstermin: 22. September 2022
- Englisch
- ISBN-13: 9781350269736
- Artikelnr.: 64436398
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.
List of Figures Introduction: Ludology and Narratology in the Literature Classroom
Tison Pugh (University of Central Florida
USA) and Lynn Ramey (Vanderbilt University
USA) Part I: Theories of the Ludic and Literary Classroom 1. Developing and Teaching Games-Focused English Courses: A Technological and Curricular Walkthrough
Eric Detweiler (Middle Tennessee State University
USA) 2. Gaming Literature: Games as an Accessible Entry into the Study of Literature
Regina Mills (Texas A&M University
USA) 3. Levelling Up: Transferring the Analytical Gaze from Print Literature to Digital Literature and Digital Games in the Literature Classroom
Nolan Bazinet (University of Sherbrooke
Canada) 4. Reverse-Engineering Stories in the Literature Classroom: Linking Video Games and Traditional Narratives to Foster Critical Reading Skills
John Misak (New York Institute of Technology
USA) 5. Pwning Tolkien's Trilogy: Game Studies in a Massively Open Online Course (MOOC)
Jay Clayton (Vanderbilt University
USA) and Don Rodrigues (University of Memphis
USA) 6. How/Why We Read/Play: Conceptualizing Reader Goals in the Game of Literature
Mitchell Gunn (University of Toronto
Canada) Part II: Videogames and Interactive Media in the Literature Classroom 7. Ready Player Action: Teaching Close Reading and Critical Play in a Ludic Century
Craig Carey (University of Southern Mississippi
USA) 8. Teaching Japanese Video Games: Practical Strategies for Analysis and Assessment
Ben Whaley (University of Calgary
Canada) 9. Intervening in Game Cultures: Video Game Streams and/as Literature
Cody Mejeur (University at Buffalo
USA) 10. Ethical Simulation Games in the Liberal Arts Classroom: Civilization V
SimEarth
and Sweatshop
Harry Brown and Nicole Lobdell (De Pauw University
USA) 11. Thinking Outside the Book: Procedural Bibliography as Textual Pedagogy for Literary Video Games
Chloe Anna Milligan (Pennsylvania State University
USA) Part III: Gaming Identity and Ideology in the Literature Classroom 12. Teaching the Iñupiaq Video Game Never Alone and/as Literature
Natalie Neill (York University
Canada) 13. First Person in Translation: Gaming Perspectives on Indigenous Languages and Literature
Jillian Sayre (Rutgers University
USA) 14. Playing in the Dark: Teaching Representation
Appropriation
and Identification with Assassin's Creed III
James K. Harris (Bronx Community College
USA) 15. Constructing Subjectivities and Teaching Otherness through the Silent Hill Series
Katsuya Izumi (University at Albany
USA) Part IV: Gamifying the Literature Classroom 16. Film and Literature Instruction through Live-Action Role-Play
Evan Torner (University of Cincinnati
USA) 17. How to Develop Gamified Pedagogical Strategies: A Case Study of Classical Japanese Poetry in the Undergraduate Classroom
Catherine Ryu (Michigan State University
USA) 18. Designing and Implementing a Roleplaying-Game-Based Course in Advanced Classical Literature: Challenges
Benefits
and Iterations
Roger Travis (University of Connecticut
USA) 19. Games We Play on Paper: Understanding the Process of Discovery through Detective Fiction and Behavioral Neuroscience
Michelle Robinson (University of North Carolina at Chapel Hill
USA) and Marsha Penner (University of North Carolina at Chapel Hill
USA) 20. Making Feminist Games in the Gender Studies and Literature Classroom
Gabi Kirilloff (Texas Christian University
USA) Afterword: Confessions of a Game Scholar in an English Department
Anastasia Salter (University of Central Florida
USA) Resources Notes on Contributors Selected Bibliography Index
Tison Pugh (University of Central Florida
USA) and Lynn Ramey (Vanderbilt University
USA) Part I: Theories of the Ludic and Literary Classroom 1. Developing and Teaching Games-Focused English Courses: A Technological and Curricular Walkthrough
Eric Detweiler (Middle Tennessee State University
USA) 2. Gaming Literature: Games as an Accessible Entry into the Study of Literature
Regina Mills (Texas A&M University
USA) 3. Levelling Up: Transferring the Analytical Gaze from Print Literature to Digital Literature and Digital Games in the Literature Classroom
Nolan Bazinet (University of Sherbrooke
Canada) 4. Reverse-Engineering Stories in the Literature Classroom: Linking Video Games and Traditional Narratives to Foster Critical Reading Skills
John Misak (New York Institute of Technology
USA) 5. Pwning Tolkien's Trilogy: Game Studies in a Massively Open Online Course (MOOC)
Jay Clayton (Vanderbilt University
USA) and Don Rodrigues (University of Memphis
USA) 6. How/Why We Read/Play: Conceptualizing Reader Goals in the Game of Literature
Mitchell Gunn (University of Toronto
Canada) Part II: Videogames and Interactive Media in the Literature Classroom 7. Ready Player Action: Teaching Close Reading and Critical Play in a Ludic Century
Craig Carey (University of Southern Mississippi
USA) 8. Teaching Japanese Video Games: Practical Strategies for Analysis and Assessment
Ben Whaley (University of Calgary
Canada) 9. Intervening in Game Cultures: Video Game Streams and/as Literature
Cody Mejeur (University at Buffalo
USA) 10. Ethical Simulation Games in the Liberal Arts Classroom: Civilization V
SimEarth
and Sweatshop
Harry Brown and Nicole Lobdell (De Pauw University
USA) 11. Thinking Outside the Book: Procedural Bibliography as Textual Pedagogy for Literary Video Games
Chloe Anna Milligan (Pennsylvania State University
USA) Part III: Gaming Identity and Ideology in the Literature Classroom 12. Teaching the Iñupiaq Video Game Never Alone and/as Literature
Natalie Neill (York University
Canada) 13. First Person in Translation: Gaming Perspectives on Indigenous Languages and Literature
Jillian Sayre (Rutgers University
USA) 14. Playing in the Dark: Teaching Representation
Appropriation
and Identification with Assassin's Creed III
James K. Harris (Bronx Community College
USA) 15. Constructing Subjectivities and Teaching Otherness through the Silent Hill Series
Katsuya Izumi (University at Albany
USA) Part IV: Gamifying the Literature Classroom 16. Film and Literature Instruction through Live-Action Role-Play
Evan Torner (University of Cincinnati
USA) 17. How to Develop Gamified Pedagogical Strategies: A Case Study of Classical Japanese Poetry in the Undergraduate Classroom
Catherine Ryu (Michigan State University
USA) 18. Designing and Implementing a Roleplaying-Game-Based Course in Advanced Classical Literature: Challenges
Benefits
and Iterations
Roger Travis (University of Connecticut
USA) 19. Games We Play on Paper: Understanding the Process of Discovery through Detective Fiction and Behavioral Neuroscience
Michelle Robinson (University of North Carolina at Chapel Hill
USA) and Marsha Penner (University of North Carolina at Chapel Hill
USA) 20. Making Feminist Games in the Gender Studies and Literature Classroom
Gabi Kirilloff (Texas Christian University
USA) Afterword: Confessions of a Game Scholar in an English Department
Anastasia Salter (University of Central Florida
USA) Resources Notes on Contributors Selected Bibliography Index
List of Figures Introduction: Ludology and Narratology in the Literature Classroom
Tison Pugh (University of Central Florida
USA) and Lynn Ramey (Vanderbilt University
USA) Part I: Theories of the Ludic and Literary Classroom 1. Developing and Teaching Games-Focused English Courses: A Technological and Curricular Walkthrough
Eric Detweiler (Middle Tennessee State University
USA) 2. Gaming Literature: Games as an Accessible Entry into the Study of Literature
Regina Mills (Texas A&M University
USA) 3. Levelling Up: Transferring the Analytical Gaze from Print Literature to Digital Literature and Digital Games in the Literature Classroom
Nolan Bazinet (University of Sherbrooke
Canada) 4. Reverse-Engineering Stories in the Literature Classroom: Linking Video Games and Traditional Narratives to Foster Critical Reading Skills
John Misak (New York Institute of Technology
USA) 5. Pwning Tolkien's Trilogy: Game Studies in a Massively Open Online Course (MOOC)
Jay Clayton (Vanderbilt University
USA) and Don Rodrigues (University of Memphis
USA) 6. How/Why We Read/Play: Conceptualizing Reader Goals in the Game of Literature
Mitchell Gunn (University of Toronto
Canada) Part II: Videogames and Interactive Media in the Literature Classroom 7. Ready Player Action: Teaching Close Reading and Critical Play in a Ludic Century
Craig Carey (University of Southern Mississippi
USA) 8. Teaching Japanese Video Games: Practical Strategies for Analysis and Assessment
Ben Whaley (University of Calgary
Canada) 9. Intervening in Game Cultures: Video Game Streams and/as Literature
Cody Mejeur (University at Buffalo
USA) 10. Ethical Simulation Games in the Liberal Arts Classroom: Civilization V
SimEarth
and Sweatshop
Harry Brown and Nicole Lobdell (De Pauw University
USA) 11. Thinking Outside the Book: Procedural Bibliography as Textual Pedagogy for Literary Video Games
Chloe Anna Milligan (Pennsylvania State University
USA) Part III: Gaming Identity and Ideology in the Literature Classroom 12. Teaching the Iñupiaq Video Game Never Alone and/as Literature
Natalie Neill (York University
Canada) 13. First Person in Translation: Gaming Perspectives on Indigenous Languages and Literature
Jillian Sayre (Rutgers University
USA) 14. Playing in the Dark: Teaching Representation
Appropriation
and Identification with Assassin's Creed III
James K. Harris (Bronx Community College
USA) 15. Constructing Subjectivities and Teaching Otherness through the Silent Hill Series
Katsuya Izumi (University at Albany
USA) Part IV: Gamifying the Literature Classroom 16. Film and Literature Instruction through Live-Action Role-Play
Evan Torner (University of Cincinnati
USA) 17. How to Develop Gamified Pedagogical Strategies: A Case Study of Classical Japanese Poetry in the Undergraduate Classroom
Catherine Ryu (Michigan State University
USA) 18. Designing and Implementing a Roleplaying-Game-Based Course in Advanced Classical Literature: Challenges
Benefits
and Iterations
Roger Travis (University of Connecticut
USA) 19. Games We Play on Paper: Understanding the Process of Discovery through Detective Fiction and Behavioral Neuroscience
Michelle Robinson (University of North Carolina at Chapel Hill
USA) and Marsha Penner (University of North Carolina at Chapel Hill
USA) 20. Making Feminist Games in the Gender Studies and Literature Classroom
Gabi Kirilloff (Texas Christian University
USA) Afterword: Confessions of a Game Scholar in an English Department
Anastasia Salter (University of Central Florida
USA) Resources Notes on Contributors Selected Bibliography Index
Tison Pugh (University of Central Florida
USA) and Lynn Ramey (Vanderbilt University
USA) Part I: Theories of the Ludic and Literary Classroom 1. Developing and Teaching Games-Focused English Courses: A Technological and Curricular Walkthrough
Eric Detweiler (Middle Tennessee State University
USA) 2. Gaming Literature: Games as an Accessible Entry into the Study of Literature
Regina Mills (Texas A&M University
USA) 3. Levelling Up: Transferring the Analytical Gaze from Print Literature to Digital Literature and Digital Games in the Literature Classroom
Nolan Bazinet (University of Sherbrooke
Canada) 4. Reverse-Engineering Stories in the Literature Classroom: Linking Video Games and Traditional Narratives to Foster Critical Reading Skills
John Misak (New York Institute of Technology
USA) 5. Pwning Tolkien's Trilogy: Game Studies in a Massively Open Online Course (MOOC)
Jay Clayton (Vanderbilt University
USA) and Don Rodrigues (University of Memphis
USA) 6. How/Why We Read/Play: Conceptualizing Reader Goals in the Game of Literature
Mitchell Gunn (University of Toronto
Canada) Part II: Videogames and Interactive Media in the Literature Classroom 7. Ready Player Action: Teaching Close Reading and Critical Play in a Ludic Century
Craig Carey (University of Southern Mississippi
USA) 8. Teaching Japanese Video Games: Practical Strategies for Analysis and Assessment
Ben Whaley (University of Calgary
Canada) 9. Intervening in Game Cultures: Video Game Streams and/as Literature
Cody Mejeur (University at Buffalo
USA) 10. Ethical Simulation Games in the Liberal Arts Classroom: Civilization V
SimEarth
and Sweatshop
Harry Brown and Nicole Lobdell (De Pauw University
USA) 11. Thinking Outside the Book: Procedural Bibliography as Textual Pedagogy for Literary Video Games
Chloe Anna Milligan (Pennsylvania State University
USA) Part III: Gaming Identity and Ideology in the Literature Classroom 12. Teaching the Iñupiaq Video Game Never Alone and/as Literature
Natalie Neill (York University
Canada) 13. First Person in Translation: Gaming Perspectives on Indigenous Languages and Literature
Jillian Sayre (Rutgers University
USA) 14. Playing in the Dark: Teaching Representation
Appropriation
and Identification with Assassin's Creed III
James K. Harris (Bronx Community College
USA) 15. Constructing Subjectivities and Teaching Otherness through the Silent Hill Series
Katsuya Izumi (University at Albany
USA) Part IV: Gamifying the Literature Classroom 16. Film and Literature Instruction through Live-Action Role-Play
Evan Torner (University of Cincinnati
USA) 17. How to Develop Gamified Pedagogical Strategies: A Case Study of Classical Japanese Poetry in the Undergraduate Classroom
Catherine Ryu (Michigan State University
USA) 18. Designing and Implementing a Roleplaying-Game-Based Course in Advanced Classical Literature: Challenges
Benefits
and Iterations
Roger Travis (University of Connecticut
USA) 19. Games We Play on Paper: Understanding the Process of Discovery through Detective Fiction and Behavioral Neuroscience
Michelle Robinson (University of North Carolina at Chapel Hill
USA) and Marsha Penner (University of North Carolina at Chapel Hill
USA) 20. Making Feminist Games in the Gender Studies and Literature Classroom
Gabi Kirilloff (Texas Christian University
USA) Afterword: Confessions of a Game Scholar in an English Department
Anastasia Salter (University of Central Florida
USA) Resources Notes on Contributors Selected Bibliography Index