Available Formats
Teaching Games and Game Studies in the Literature Classroom
By (Author) Professor Tison Pugh
Edited by Professor Lynn Ramey
Bloomsbury Publishing PLC
Bloomsbury Academic
15th December 2022
United Kingdom
Tertiary Education
Non Fiction
Educational: Language, literature and literacy
794.071
Paperback
256
Width 156mm, Height 234mm
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.
My top one recommendation for scholars teaching at the intersection of literature and games. It strikes the perfect balance between theory and practice, and between well-known classics and new explorations. Whether veteran or apprentice, you will keep returning to this book for inspiration, guidelines or resources. I definitely will. * Michal Mochocki, Assistant Professor, Faculty of Literature, Kazimierz Wielki University in Bydgoszcz, Poland *
Teaching Games thoughtfully frames how games and literature have always been in play, particularly for 21st century students. The collection offers meaningful ways to integrate games in humanities classes foregrounding course design, personal reflections, and engaging topics from close reading, ethics, and identity to translation, ludonarratology, even LARP. * Edmond Y. Chang, Assistant Professor of English, Ohio University, USA *
If any teacher of literature in higher education has doubts about the value and importance of engaging their classes in the study of games, they should read this book. A stimulating exploration of the sometimes-forgotten centrality of play in learning. * Andrew Green, Senior Lecturer in Education, Brunel University London, UK *
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.