Video Games Literature and Close Playing

Video Games Literature and Close Playing

Video Games, Literature, and Close Playin A Practical Guide offers twenty-four case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossin New Horizons, Assassins Creed to Gone Home in order to introduce key video game and literary studies concepts, ideas, definitions, and poss......
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Video Games, Literature, and Close Playin A Practical Guide offers twenty-four case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossin New Horizons, Assassin’s Creed to Gone Home in order to introduce key video game and literary studies concepts, ideas, definitions, and possibilities. The 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. The 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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