000 02145nam a22002297a 4500
003 OSt
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008 260425b |||||||| |||| 00| 0 eng d
020 _a9781032468822
040 _ckul
082 _a794.8 CHA.V
245 _aVideo Games, Literature, and Close Playing:
_bA Practical Guide
260 _aNew York:
_bRoutledge,
_c2026.
300 _ax, 195p.
505 _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
520 _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.
650 _aVideo Games—Social Aspects
_913995
650 _aVideo Games—Analysis
_913996
650 _aVideo Games and Literature
_913997
650 _aLiterary Criticism
_913998
942 _2ddc
_cBK
999 _c759057
_d759057