附註:Includes bibliographical references and index.
Introduction / 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. Techniques and Approaches to Teaching with Digital Literature and Digital Games: Levelling Up / Nolan Bazinet (University of Sherbrooke, Canada) ; 4. Determining Goals and Mechanics in the Game of Literature: How to Play / Mitchell Gunn (University of Toronto, Canada) ; 5. Reverse-Engineering Stories in the Literature Classroom: Linking Video Game and Traditional Narratives to Foster Critical Reading Skills / John Misak (New York Institute of Technology, USA) ; 6. Pwning Tolkien's Trilogy: GameStudies in a MOOC / Jay Clayton (Vanderbilt University, USA) and Don Rodrigues (University of Memphis, USA) -- Part II: Videogames and Interactive Media in the Literature Classroom. 7. Close Reading and Critical Play in a Ludic Century: Explore, Configure, Interpret / 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. From Fortnite to Social Justice? Video Game Streams and/as Literature / Cody Mejeur (University at Buffalo, USA) ; 10. Ethical Simulation Games in the Liberal Arts Classroom: From Sweatshop to Civilization, Harry Brown and Nicole Lobdell (De Pauw University, USA) ; 11. Reading as Play and Text as Player:Using Video Games to Teach Interpretive Influence and Agency / Haerin Shin (Vanderbilt University, USA) and Terrell Taylor (Vanderbilt University, USA) -- Part III: Gaming Identity and Ideology inthe Literature Classroom. 12. Playing with Identity, Representation, and Power in the
摘要:"Teaching Games and Games 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 andincreasing 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."--