Chang / Welsh | Video Games, Literature, and Close Playing | Buch | 978-1-032-46883-9 | sack.de

Buch, Englisch, 208 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 453 g

Chang / Welsh

Video Games, Literature, and Close Playing

A Practical Guide
1. Auflage 2025
ISBN: 978-1-032-46883-9
Verlag: Taylor & Francis Ltd

A Practical Guide

Buch, Englisch, 208 Seiten, Format (B × H): 152 mm x 229 mm, Gewicht: 453 g

ISBN: 978-1-032-46883-9
Verlag: Taylor & Francis Ltd


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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Zielgruppe


Postgraduate, Undergraduate Advanced, and Undergraduate Core

Weitere Infos & Material


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


Edmond Y. Chang is Associate Professor of English at Ohio University. He has published on queer games, digital humanities, popular culture, and speculative literature of color including “Queergaming” in Queer Game Studies (2017), “Why Are the Digital Humanities So Straight?” in Alternative Historiographies of the Digital Humanities (2021), and “Gaming While Asian” in Made in Asia/America (2024). He is an editor for Analog Game Studies and a contributing editor for Gamers with Glasses.

Timothy J. Welsh is Associate Professor of English at Loyola University New Orleans. He is the author of Mixed Realism: Videogames and the Violence of Fiction (2016) as well as articles on video games, interactive narrative, and digital society such as “(Re)Mastering Dark Souls” (Game Studies, 2021) and “Doing Nothing in San Andreas: Contesting the Value of Play in Rockstar’s Grand Theft Auto V” (Configurations, 2024). He is managing editor of the Journal of Games Criticism.



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