Literature, Videogames and Learning
商品資訊
系列名:Literature and Education
ISBN13:9780367458249
出版社:PBKTYFRL
作者:Andrew Burn
出版日:2021/06/30
裝訂/頁數:精裝/288頁
規格:15.6cm*23.4cm (高/寬)
定價
:NT$ 8100 元若需訂購本書,請電洽客服 02-25006600[分機130、131]。
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This innovative book explores links between literature and videogames, and how designing and playing games can transform our understanding of literature. It shows how studying literature through the lens of videogames can provide new insights into narrative and creative engagement with the text. The book sets out theories of narrative aesthetics and multimodality in literature and videogames, alongside models of literacy needed for such cultural and creative engagement.
It goes on to examine game adaptations of children's literature; and a series of videogames made by students based on Beowulf and Macbeth. In each case, the book considers ways in which the original text has been transformed by the process of game design, and what fresh light this casts on the literary narrative. It also considers what kind of learning, creative production, and cultural engagement is apparent in the game designs and emphasises the importance of treating games as a narrative medium in their own right.
With a unique approach to the aesthetics of narrative in literature and videogames, the book will be of great interest to researchers, academics, and post-graduate students in the fields of literature, pedagogy, and game studies.
It goes on to examine game adaptations of children's literature; and a series of videogames made by students based on Beowulf and Macbeth. In each case, the book considers ways in which the original text has been transformed by the process of game design, and what fresh light this casts on the literary narrative. It also considers what kind of learning, creative production, and cultural engagement is apparent in the game designs and emphasises the importance of treating games as a narrative medium in their own right.
With a unique approach to the aesthetics of narrative in literature and videogames, the book will be of great interest to researchers, academics, and post-graduate students in the fields of literature, pedagogy, and game studies.
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