Rhetoric/Composition/Play through Video Games: Reshaping Theory and Practice of Writing (Google eBook)
Richard Colby, Matthew S. S. Johnson, Rebekah Shultz Colby
Palgrave Macmillan, Mar 20, 2013 - Education - 260 pages
Video games, contributors to Rhetoric/Composition/Play assume, can be not only productive to play, but can greatly enhance learning—specifically reading, writing, and critical thinking—in myriad ways. The collection explores games as rhetorical objects, as texts equally as sophisticated as their media counterparts (films and books), and as foundations on which a classroom curriculum can be built. Scholars in this volume investigate video games' theoretical and applied dimensions, offering innovative ways to enhance composition-rhetoric scholarship and teaching through the study of games, gamers, and gaming culture.
What people are saying - Write a review
We haven't found any reviews in the usual places.
academic activities analyze andgame andthe asthe atthe avatars Bethesda Softworks Blizzard Entertainment characters collaborative College Composition Composition and Communication compositionrhetoric computer games context course create critical critique discourse discussion discussionboard DVDROM Entertainment Software Association environments errors example experience Facebook feedback females firstyear game cultures game design game reviewing game’s gameplay gamers gamesand gamification gaming literacies gender genre grammar identity ingame interaction inthe inthis isnot James Paul Gee kairos Kalas Konami language learning LGBTQ machinima male metaphor MMORPGs multiplayer narrative Nintendo ofgames ofthe one’s pedagogy players PlayStation potential practices production queer quests Retrieved Retrievedfrom Rhetoric/Composition/Play through Video rhetorical roleplaying games RPGmakerVX.net serious games sexual Shultz Colby social Sony Computer Entertainment space teachers teaching thegame theplayer thread tothe understanding video games videogames withthe World of Warcraft writing classroom Yahtzee