Rhetoric/Composition/Play through Video Games: Reshaping Theory and Practice of Writing

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Overview

Video games, contributors to Rhetoric/Composition/Play assume, can be not only productive to play, but can greatly enhance learning?specifically reading, writing, and critical thinking?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 ...

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Rhetoric/Composition/Play through Video Games: Reshaping Theory and Practice of Writing

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Overview

Video games, contributors to Rhetoric/Composition/Play assume, can be not only productive to play, but can greatly enhance learning—specifically reading, writing, and critical thinking—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.

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Editorial Reviews

From the Publisher
"Like James Gee before them, along with Cynthia Selfe and Gail Hawisher, editors Richard Colby, Matthew S. S. Johnson, and Rebekah Shultz Colby have expanded our disciplinary understanding of the substantial motivational role of gaming literacies in all stages of the writing process. Equally significant, the contributors to Rhetoric/Composition/Play through Video Games create a 'shared space' not only for rhetoric and literacy theorists but also for writing teachers and their students to collectively challenge more traditional definitions of academic writing and positively impact the future of college-level writing instruction."
- Kristine L. Blair, Professor and Chair, Department of English, Bowling Green State University, USA
 
"Here is a smart volume on the practical matters involved in bringing video games, rhetoric, and composition into a shared and vibrant intellectual space. With remarkable insight and subtlety, the editors have assembled a series of essays that are not only accessible and informative on their own, but are also theoretically and pedagogically intertwined with each other. As a result, readers—including gamers, students, or anyone interested in modern rhetoric—will find here a complex and critique-oriented treatment of the single most important recent development in the long history of rhetoric and composition. There are plenty of books now in circulation about the rhetoric of video games and their place in educational contexts. Here, however, is an anthology assembled and written by native and well-trained game scholars and teachers. Their deep expertise shows and it will surely speak powerfully to audiences who are themselves natives of video game culture and readily able to distinguish posers from players."
- Ken S. McAllister, Professor and Director of the Rhetoric, Composition, and the Teaching of English Program at the University of Arizona, Co-Curator of the Learning Games Initiative Research Archive, and author of Game Work: Language, Power, and Computer Game Culture and (with Judd Ruggill) Gaming Matters: Art, Science, Magic, and the Computer Game Medium.
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Product Details

  • ISBN-13: 9781137307668
  • Publisher: Palgrave Macmillan
  • Publication date: 3/20/2013
  • Series: Digital Education and Learning Series
  • Pages: 260
  • Product dimensions: 5.60 (w) x 8.60 (h) x 0.80 (d)

Meet the Author

Richard Colby is a Lecturer in Writing at the University of Denver, USA. He teaches courses on the rhetoric of games and disciplinary research using gaming spaces and has contributed to various jourbanals, including Computers and Composition.

Matthew S. S. Johnson is Associate Professor, Director of Expository Writing, and rhetoric-composition specialist at Southern Illinois University Edwardsville, USA. He has published articles in Dichtung Digital, Writing and the Digital Generation, From Hip-Hop to Hyperlinks, and TechKnowledgies.

Rebekah Shultz Colby is a Lecturer in Writing at the University of Denver, USA, where she teaches courses that use games to teach rhetoric and disciplinary writing. Her work has appeared in Computers and Composition and Computers and Composition Online.

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Table of Contents

Table of Contents
Foreword; Cynthia L. Selfe & Gail E. Hawisher
Introduction: Rhetoric/Composition/Play; Richard Colby, Matthew S. S. Johnson &Rebekah Shultz Colby
PART I: PLAY
1. The Game of Facebook and the End(s) of Writing Pedagogy; John Alberti
2. The Pencil-Shaped Joystick: A Synoptic History of Text in Digital Games; Nate Garrelts
3. Who are You Here?: The Avatar and the Other in Video game Avatars; Katherine Warren
4. Developing and Extending Gaming Pedagogy: Designing a Course as Game; Justin Hodgson
PART II: COMPOSITION
5. On Second Thought...; Mark Mullen
6. Ludic Snags; Matthew S. S. Johnson & Richard Colby
7. Metaphor, Writer's Block, and The Legend of Zelda: A Link to the Writing Process; Benjamin Miller
8. Drag and Drop: Teaching Our Students Things We Don't Already Know; Danielle LaVaque-Manty
9. Gender and Gaming in a First-Year Writing Class; Rebekah Shultz Colby
PART III: RHETORIC
10. Exploitationware; Ian Bogost
11. Techne as Play: Three Interstices; James Schirmer
12. What Happens in Goldshire Stays in Goldshire: Rhetorics of Queer Sexualities, Roleplaying, and Fandom in World of Warcraft; Lee Sherlock
13. Grammar Interventions in Gaming Forums: Intersections of Academic and Non-Academic Standards; Larry Beason
14. Mr. Moo's First RPG: Rules, Discussion and the Instructional Implications of Collective Intelligence on the Open Web; Trevor Owens
Afterword; Debra Jourbanet

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