Rhetoric/Composition/Play Through Video Games

Rhetoric/Composition/Play Through Video Games

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Video games, contributors to Rhetoric/Composition/Play assume, can be not only productive to play, but can greatly enhance learninga€”specifically reading, writing, and critical thinkinga€”in myriad ways. The collection explores games as rhetorical objects, as texts equally as sophisticated as their media counterparts (films and books), and as foundations on which a classroom curriculum can be built. Scholars in this volume investigate video games' theoretical and applied dimensions, offering innovative ways to enhance composition-rhetoric scholarship and teaching through the study of games, gamers, and gaming culture.Princeton, NJ: Princeton University Press. Arneson, Dave aamp; Gygax, Gary. (1974). ... Educational Research Association, Chicago, IL. Retrieved from http://inkido. indiana.edu/aera_2007/rps_barab22-small .pdf Bartholomae, David. (1980).

Title:Rhetoric/Composition/Play Through Video Games
Author:Richard Colby, Matthew S. S. Johnson, Rebekah Shultz Colby
Publisher:Palgrave Macmillan - 2013-03-20


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