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

246 Pages·2013·4.126 MB·English
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Rhhetoric/Comppposition/Pllay thhroughh Video Games Palgrave Macmillan’s Digital Education and Learning Much has been written during the first decade of the new millennium about the potential of digital technologies to produce a transformation of education. Digital technologies are portrayed as tools that will enhance learner collaboration and motivation and develop new multimodal literacy skills. Accompanying this has been the move from understanding literacy on the cognitive level to an apprecia- tion of the sociocultural forces shaping learner development. Responding to these claims, the Digital Education and Learning Series explores the pedagogical poten- tial and realities of digital technologies in a wide range of disciplinary contexts across the educational spectrum both in and outside of class. Focusing on local and global perspectives, the series responds to the shifting landscape of education, the way digital technologies are being used in different educational and cultural contexts, and examines the differences that lie behind the generalizations of the digital age. Incorporating cutting-edge volumes with theoretical perspectives and case studies (single authored and edited collections), the series provides an acces- sible and valuable resource for academic researchers, teacher trainers, administra- tors, and students interested in interdisciplinary studies of education and new and emerging technologies. Series Editors: Michael ThTh omas is a senior lecturer at the University of Central Lancashire and edi- tor in chief of the International Journal of Virtual and Personal Learning E nvironmentss (IJVPLE). JJames Paul Gee is a Mary Lou Fulton Presidential Professor at Arizona State Univer- sity. His most recent book is P olicy Brief: Getting Over the Slump: Innovation Strategiess to Promote Children’s Learningg(2008). JJohn Palfreyy is the head of school at Phillips Academy, Andover, and a senior research fellow at the Berkman Center for Internet & Society at Harvard. He is coauthor off Born Digital: Understanding the First Generation of Digital Nativess(2008). DigitalEducation Edited by Michael ThThomas Digital Media and Learner Identity: Th e New Curatorship By John Potter Rhetoric/Composition/Play through Video Games: Reshaping ThTh eory and Practice off Writing Edited by Richard Colby, Matthew S. S. Johnson, and Rebekah Shultz Colby Rhhetoric/Composition/Pllay through Video Games Reshaping Theory and Practice of Writing Edited by Richard Colby , Matthew S. S. Johnson, and Rebekah Shultz Colby RHETORIC/COMPOSITION/PLAYTHROUGHVIDEOGAMES Copyright © Richard Colby, Matthew S. S. Johnson, and Rebekah Shultz Colby, 2013. Softcover reprint of the hardcover 1st edition 2013 978-1-137-30766-8 All rights reserved. The following chapters reprinted with permission: “Gender and Gaming in a First-Year Writing Class.” Copyright © 2012 Rebekah Shultz Colby. A longer version of this chapter fifi rst appeared in the Spring 2012 issue of Computers and Composition Online. “Exploitationware.” Copyright © 2011 Ian Bogost. A version of this chapter fi rst appeared as “Persuasive Games: Exploitationware” in Gamasutra on May 3, 2011. First published in 2013 by PALGRAVE MACMILLAN® in the United States— a division of St. Martin’s Press LLC, 175 Fifth Avenue, New York, NY 10010. Where this book is distributed in the UK, Europe and the rest of the world, this is by Palgrave Macmillan, a division of Macmillan Publishers Limited, registered in England, company number 785998, of Houndmills, Basingstoke, Hampshire RG21 6XS. Palgrave Macmillan is the global academic imprint of the above companies and has companies and representatives throughout the world. Palgrave® and Macmillan® are registered trademarks in the United States, the United Kingdom, Europe and other countries. ISBN 978-1-349-45562-1 ISBN 978-1-137-30767-5 (eBook) DOI 10.1057/9781137307675 Library of Congress Cataloging-in-Publication Data Rhetoric/composition/play through video games : reshaping theory and practice of writing / edited by Richard Colby, Matthew S.S. Johnson, and Rebekah Shultz Colby. p. cm.—(Digital education and learning) 1. English language—Composition and exercises. 2. Education— Effect of technological innovations on. 3. Video games and children. I. Colby, Richard, editor of compilation. II. Alberti, John. Game of Facebook and the end(s) of writing pedagogy. LB1631.R48 2013 808(cid:2).042071—dc23 2012041050 A catalogue record of the book is available from the British Library. Design by Newgen Imaging Systems (P) Ltd., Chennai, India. First edition: March 2013 10 9 8 7 6 5 4 3 2 1 RC: To Kent and Karen Colby for love, support, and a Commodore 64, as well as teaching me to find play at work and work at play. MSSJ: To B. Richard and Carla Johnson for enabling and encouraging me to play; and to H. G. S. Johnson, for rekindling the interest that had waned. RSC: To Charles Shultz for letting me be the navigator in Sid Meier’s Pirates! This page intentionally left blank Contents List of Figures and Tables ixx Series Foreword xi Foreword xvv Cynthia L. Selfe and Gail E. Hawisher A Acknowledgments xixx Introduction: Rhetoric/Composition/Play through Video Games 1 Richard Colby, Matthew S. S. Johnson, and Rebekah Shultz Colby Part I Play Chapter1 The Game of Facebook and the End(s) of Writing Pedagogy 9 John Alberti Chapter2 The Pencil-Shaped Joystick: A Synoptic History of Text in Digital Games 25 Nate Garrelts Chapter 3 Who Are You Here? The Avatar and the Other in Video Game Avatars 33 Katherine Warren Chapter4 Developing and Extending Gaming Pedagogy: Designing a Course as Game 45 Justin Hodgson Part II Composition Chapter5 On Second Thought . . . 63 Mark Mullen viii ● Contents Chapter6 Ludic Snags 83 Matthew S. S. Johnson and Richard Colby Chapter7 Metaphor, Writer’s Block, and The Legend of Zelda : A Link to the Writing Process 99 Benjamin Miller Chapter8 Drag and Drop: Teaching Our Students Things We Don’t Already Know 113 Danielle LaVaque-Manty Chapter 9 Gender and Gaming in a First-Year Writing Class 123 Rebekah Shultz Colby Part III Rhetoric Chapter 10 Exploitationware 139 Ian Bogost Chapter11 Techne as Play: Three Interstices 149 James Schirmer Chapter 12 What Happens in Goldshire Stays in Goldshire: Rhetorics of Queer Sexualities, Role-Playing, and Fandom in World of Warcraft 161 Lee Sherlock Chapter 13 Grammar Interventions in Gaming Forums: Intersections of Academic and Nonacademic Standards 175 Larry Beason Chapter14 Mr. Moo’s First RPG: Rules, Discussion, and the Instructional Implications of Collective Intelligence on the Open Web 193 Trevor Owens AAfterword 205 Debra Journet References 207 Notes on Contributors 225 Index 231 Figures andd Tabblles Figures 13.1 Transforming the rhetorical context in a grammar intervention 181 13.2 Transforming the rhetorical context in a thread makeover 1 86 Tables 6.1 Conference on College Composition and Communication individual presentations about video games 85 6.2 Frequency of use ( analysissor p roductionn) of various texts in fifi rst-year composition course 8 8 6.3 Reported usefulness of analyzing a particular text in a writing course 8 9 6.4 Correlation between participant’s rated usefulness of a text in a writing course and his/her leisure activities 90

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