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Literature, Videogames and Learning

Playing the Text

Bibliographic Data

ID19910093
AuthorsAndrew Burns (0000-0001-6868-9615, corresponding author), Andrew Burn
Year2021
Pages218
Publication date2021-06-29
Open AccessNo
TypeBOOK
VenueLiterature, Videogames and Learning (SOURCE_BOOK)
PublisherRoutledge (PUBLISHER • GB)
DOI10.4324/9781003025597
OpenAlexW4212939942
Open LibraryOL33853038M
ISBN9781003025597
LanguageEN
Citations received7

This innovative book explores links between literature and videogames, and how designing and playing games can transform our understanding of literature. It shows how studying literature through the lens of videogames can provide new insights into narrative and creative engagement with the text. The book sets out theories of narrative aesthetics and multimodality in literature and videogames, alongside models of literacy needed for such cultural and creative engagement. It goes on to examine game adaptations of children's literature; and a series of videogames made by students based on Beowulf and Macbeth. In each case, the book considers ways in which the original text has been transformed by the process of game design, and what fresh light this casts on the literary narrative. It also considers what kind of learning, creative production, and cultural engagement is apparent in the game designs and emphasises the importance of treating games as a narrative medium in their own right. With a unique approach to the aesthetics of narrative in literature and videogames, the book will be of great interest to researchers, academics, and post-graduate students in the fields of literature, pedagogy, and game studies

Cognitive science · Artificial Intelligence in Games · Computer Science · Digital Games and Media · Psychology · Themes in Literature Analysis

  • Multimodality and English Language Learning (Mell)

    Open Access•Sophia Diamantopoulou, Sigrid Ørevik•Encyclopedia of Applied Linguistics•2025

  • Postdigital Videogames Literacies

    Open Access•Alexander Bacalja, T Philip Nichols et al.•Postdigital Science and Education•2024

  • How young adult videogames materialize senses of self through ludonarrative affects

    Christian Ehret, Emily Mannard et al.•Learning Media and Technology•2022

  • The Heartbeat of Poetry

    Open Access•Heidi Höglund•Written Communication•2022

  • Exploring game grammars

    Open Access•Bruno de Paula•Visual Communication•2021

  • Imagining critical digital game futures

    Open Access•Alexander Bacalja•Discourse Studies in the Cultural…•2026

  • Towards a social-semiotic approach to visual analysis of two-dimensional games

    Open Access•André De Oliveira Matumoto, Paulo Roberto Gonçalves Segundo•Texto Livre Linguagem e Tecnologia•2022

Unique citing works7
Citations per year1.4
Citation span2021 - 2026 (6)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 7

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