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The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom (Hardcover, 1st ed. 2021): Richard Colby,... The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom (Hardcover, 1st ed. 2021)
Richard Colby, Matthew S. S. Johnson, Rebekah Shultz Colby
R4,366 Discovery Miles 43 660 Ships in 10 - 15 working days

This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection's eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom (Paperback, 1st ed. 2021): Richard Colby,... The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom (Paperback, 1st ed. 2021)
Richard Colby, Matthew S. S. Johnson, Rebekah Shultz Colby
R4,342 Discovery Miles 43 420 Ships in 10 - 15 working days

This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection's eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

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