Indiana University-Purdue University Indianapolis (IUPUI) / Video games are increasingly recognized as powerful tools for learning in classrooms. However, they are widely neglected in the field of English, particularly as objects worthy of literary study. This project argues the place of video games as objects of literary study and criticism, combining the theories of Espen Aarseth, Ian Bogost, Henry Jenkins, and James Paul Gee. The author of this study presents an approach to literary criticism of video games that he names “player-generated narratives.” Through player-generated narratives, players as readers of video games create loci for interpretative strategies that lead to both decoding and critical inspection of game narratives. This project includes a case-study of the video game Undertale taught in multiple college literature classrooms over the course of a year. Results of the study show that a video game introduced as a work of literature to a classroom increases participation, actives disengaged students, and connects literary concepts across media through multimodal learning. The project concludes with a chapter discussing applications of video games as texts in literature classrooms, including addressing the practical concerns of migrating video games into an educational setting.
Identifer | oai:union.ndltd.org:IUPUI/oai:scholarworks.iupui.edu:1805/18520 |
Date | 12 1900 |
Creators | Turley, Andrew C. |
Contributors | Musgrave, Megan, Buchenot, Andre, Marvin, Thomas |
Source Sets | Indiana University-Purdue University Indianapolis |
Language | en_US |
Detected Language | English |
Type | Thesis |
Page generated in 0.0025 seconds