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Video Games, Literature, and Close Playing: A Practical Guide

Material type: TextPublication details: New York: Routledge, 2026. Description: x, 195pISBN:
  • 9781032468822
Subject(s): DDC classification:
  • 794.8 CHA.V
Contents:
Introduction: Gaming Our Classrooms Lore I: Literary Gaming 1 ImmorTall 2 Tetris 3 The Beginner’s Guide 4 Elder Scrolls IV: Oblivion 5 BioShock 6 Assassin’s Creed 7 Undertale Side Quests I Lore II: Literature and Video Games 8 The Sims 10 Portal 11 Red Dead Redemption 12 Super Columbine Massacre RPG! 13 Dark Souls 14 NBA 2K18 15 Pokémon 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 9 The Walking Dead
Summary: 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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Holdings
Item type Current library Home library Call number Status Barcode
Book Campus Library Kariavattom General Stacks Campus Library Kariavattom 794.8 CHA.V (Browse shelf(Opens below)) Available UCL35710

Introduction: Gaming Our Classrooms
Lore I: Literary Gaming
1 ImmorTall
2 Tetris
3 The Beginner’s Guide
4 Elder Scrolls IV: Oblivion
5 BioShock
6 Assassin’s Creed
7 Undertale
Side Quests I
Lore II: Literature and Video Games
8 The Sims
10 Portal

11 Red Dead Redemption

12 Super Columbine Massacre RPG!

13 Dark Souls

14 NBA 2K18

15 Pokémon 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

9 The Walking Dead

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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