Teaching Games and Game Studies in the Literature Classroom offers
practical suggestions for educators looking to incorporate ludic
media, ranging from novels to video games and from poems to board
games, into their curricula. Across the globe, video games and
interactive media have already been granted their own departments
at numerous larger institutions and will increasingly fall under
the purview of language and literature departments at smaller
schools. This volume considers fundamental ways in which literature
can be construed as a game and the benefits of such an approach.
The contributors outline pedagogical strategies for integrating the
study of video games with the study of literature and consider the
intersections of identity and ideology as they relate to literature
and ludology. They also address the benefits (and liabilities) of
making the process of learning itself a game, an approach that is
quickly gaining currency and increasing interest. Every chapter is
grounded in theory but focuses on practical applications to develop
students' critical thinking skills and intercultural competence
through both digital and analog gameful approaches.
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