Gamifying the Humanities, Part Three: Teaching Video Games as Literary Texts in the Humanities Classroom

Abstract

As technology has expanded the ways in which texts are created and shared with the world, the definition of “literature” has expanded to encompass various forms of media. Now, when we ask our students to discuss the questions and concepts at the heart of the Humanities, their responses are equally as likely to include references to video games and interactive fiction (along with animated films and graphic novels) as they are to mention novels, poems, and plays. These new approaches to telling stories can–and should–play a vital role in literary education, not supplanting the canon, but rather supplementing it. In this focused discussion, we demystify the teaching of video games, even for the “non-gamers” in attendance, demonstrating how lessons learned from games–and even from the stories behind the creation of many popular games–can enrich the Humanities classroom and improve learning outcomes.

Details

Presentation Type

Focused Discussion

Theme

Humanities Education

KEYWORDS

Teaching, New Media, Games, Digital, Video, Gamification, Narrative, Literature

Digital Media

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