02013nam a22002057a 4500003000400000005001700004008004100021020001800062040000800080082001600088245006700104260003600171300001400207505070600221520076600927650003301693650002701726650003101753650002301784OSt20260425132404.0260425b |||||||| |||| 00| 0 eng d a9781032468822 ckul a794.8 CHA.V aVideo Games, Literature, and Close Playing:bA Practical Guide aNew York: bRoutledge, c2026.  ax, 195p.  aIntroduction: 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 aVideo 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. aVideo Games—Social Aspects aVideo Games—Analysis aVideo Games and Literature aLiterary Criticism