
Video Games, Literature, and Close Playing
A Practical Guide
- English
- ePUB (mobile friendly)
- Available on iOS & Android
About this book
Video Games, Literature, and Close Playing: A Practical Guide offers 24 case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossing: New Horizons, and Assassin's Creed to Gone Home in order to introduce key video game and literary studies concepts, ideas, definitions, and possibilities. This book also includes a brief history of video games and literature, critical questions and suggested readings for each chapter, and a collection of prompts, activities, and assignments for students and instructors to engage, adapt, and explore. This book is designed to be useful, modular, and playful, to provoke questions and conversation, to encourage connections and collaboration, and to inspire critical thinking.
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Information
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- List of Figures
- Acknowledgments
- Introduction: Gaming Our Classrooms
- Lore I: Literary Gaming
- 1 ImmorTall
- 2 Tetris
- 3 The Beginnerās Guide
- 4 Elder Scrolls IV: Oblivion
- 5 BioShock
- 6 Assassinās Creed
- 7 Undertale
- Side Quests I
- Lore II: Literature and Video Games
- 8 The Sims
- 9 The Walking Dead
- 10 Portal
- 11 Red Dead Redemption
- 12 Super Columbine Massacre RPG!
- 13 Dark Souls
- 14 NBA 2K18
- 15 PokƩmon GO
- 16 Minecraft
- Side Quests II
- Lore III: Gamifying Literature
- 17 Loved
- 18 Animal Crossing: New Horizons
- 19 Dragon Age: Origins
- 20 Barbie Dreamtopia Adventure Games
- 21 Grand Theft Auto: San Andreas
- 22 Queers in Love at the End of the World
- 23 When Rivers Were Trails
- 24 Gone Home
- Side Quests III
- Lore IV: Getting Messy
- Index