Literature, Videogames and Learning
Playing the Text
Bibliographic Data
| ID | 19910093 |
|---|---|
| Authors | Andrew Burns (0000-0001-6868-9615, corresponding author), Andrew Burn |
| Year | 2021 |
| Pages | 218 |
| Publication date | 2021-06-29 |
| Open Access | No |
| Type | BOOK |
| Venue | Literature, Videogames and Learning (SOURCE_BOOK) |
| Publisher | Routledge (PUBLISHER • GB) |
| DOI | 10.4324/9781003025597 |
| OpenAlex | W4212939942 |
| Open Library | OL33853038M |
| ISBN | 9781003025597 |
| Language | EN |
| Citations received | 7 |
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)
Postdigital Videogames Literacies
How young adult videogames materialize senses of self through ludonarrative affects
The Heartbeat of Poetry
Exploring game grammars
Imagining critical digital game futures
Towards a social-semiotic approach to visual analysis of two-dimensional games
| Unique citing works | 7 |
|---|---|
| Citations per year | 1.4 |
| Citation span | 2021 - 2026 (6) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 7 |