Rhetoric/Composition/Play through Video Games

Rhetoric/Composition/Play through Video Games
Title Rhetoric/Composition/Play through Video Games PDF eBook
Author R. Colby
Publisher Springer
Total Pages 239
Release 2013-03-20
Genre Education
ISBN 1137307676

Download Rhetoric/Composition/Play through Video Games Book in PDF, Epub and Kindle

An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.

The Composition of Video Games

The Composition of Video Games
Title The Composition of Video Games PDF eBook
Author Johansen Quijano
Publisher McFarland
Total Pages 243
Release 2019-10-07
Genre Games & Activities
ISBN 1476673934

Download The Composition of Video Games Book in PDF, Epub and Kindle

Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.

Rhetoric/Composition/Play through Video Games

Rhetoric/Composition/Play through Video Games
Title Rhetoric/Composition/Play through Video Games PDF eBook
Author R. Colby
Publisher Springer
Total Pages 407
Release 2013-03-20
Genre Education
ISBN 1137307676

Download Rhetoric/Composition/Play through Video Games Book in PDF, Epub and Kindle

An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.

Play/Write

Play/Write
Title Play/Write PDF eBook
Author Douglas Eyman
Publisher Parlor Press LLC
Total Pages 358
Release 2016-04-06
Genre Computers
ISBN 160235734X

Download Play/Write Book in PDF, Epub and Kindle

lay/Write: Digital Rhetoric, Writing, Games is an edited collection of essays that examines the relationship between games and writing – examining how writing functions both within games and the networks of activity that surround games and gameplay. The collection is organized based on the primary location and function of the game-writing relationship, examining writing about games (games as objects of critique and sites of rhetorical action), ancillary and instructional writing that takes place around games, the writing that takes place within the game, using games as persuasive forms of communication (writing through games), and writing that goes into the production of games. While not every chapter focuses exclusively on pedagogy, the collection includes many selections that consider the possibilities of using computer games in writing instruction. However, it also provides a bridge between academic views of games as contexts for writing and industry approaches to the writing process in game design, as well as an examination of a variety of game-related genres that could be used in composition courses.

The Rhetoric of Videogames as Embodied Practice

The Rhetoric of Videogames as Embodied Practice
Title The Rhetoric of Videogames as Embodied Practice PDF eBook
Author Steve Holmes
Publisher Routledge
Total Pages 274
Release 2017-09-11
Genre Language Arts & Disciplines
ISBN 1351399470

Download The Rhetoric of Videogames as Embodied Practice Book in PDF, Epub and Kindle

The Rhetoric of Videogames as Embodied Practice offers a critical reassessment of embodiment and materiality in rhetorical considerations of videogames. Holmes argues that rhetorical and philosophical conceptions of "habit" offer a critical resource for describing the interplay between thinking (writing and rhetoric) and embodiment. The book demonstrates how Aristotle's understanding of character (ethos), habit (hexis), and nature (phusis) can productively connect rhetoric to what Holmes calls "procedural habits": the ways in which rhetoric emerges from its interactions with the dynamic accumulation of conscious and nonconscious embodied experiences that consequently give rise to meaning, procedural subjectivity, control, and communicative agency both in digital game design discourse and the activity of play.

Game Work

Game Work
Title Game Work PDF eBook
Author Ken S. McAllister
Publisher University of Alabama Press
Total Pages 250
Release 2004
Genre Computers
ISBN 0817314180

Download Game Work Book in PDF, Epub and Kindle

Video and computer games in their cultural contexts. As the popularity of computer games has exploded over the past decade, both scholars and game industry professionals have recognized the necessity of treating games less as frivolous entertainment and more as artifacts of culture worthy of political, social, economic, rhetorical, and aesthetic analysis. Ken McAllister notes in his introduction to Game Work that, even though games are essentially impractical, they are nevertheless important mediating agents for the broad exercise of socio-political power. In considering how the languages, images, gestures, and sounds of video games influence those who play them, McAllister highlights the ways in which ideology is coded into games. Computer games, he argues, have transformative effects on the consciousness of players, like poetry, fiction, journalism, and film, but the implications of these transformations are not always clear. Games can work to maintain the status quo or celebrate liberation or tolerate enslavement, and they can conjure feelings of hope or despair, assent or dissent, clarity or confusion. Overall, by making and managing meanings, computer games—and the work they involve and the industry they spring from—are also negotiating power. This book sets out a method for "recollecting" some of the diverse and copious influences on computer games and the industry they have spawned. Specifically written for use in computer game theory classes, advanced media studies, and communications courses, Game Work will also be welcome by computer gamers and designers. Ken S. McAllister is Assistant Professor of Rhetoric, Composition, and the Teaching of English at the University of Arizona and Co-Director of the Learning Games Initiative, a research collective that studies, teaches with, and builds computer games.

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom
Title The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom PDF eBook
Author Richard Colby
Publisher Springer Nature
Total Pages 339
Release 2021-01-27
Genre Study Aids
ISBN 303063311X

Download The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom Book in PDF, Epub and Kindle

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.