This is the third part of an ongoing series about teaching games--both video games and tabletop role playing games--as literature.
I’ve discussed my reasons for using games as literature in school, but I’ve mostly stuck to the theory so far. Time to address the practical side of this issue: What are the quantifiable outcomes, both benefits and drawbacks, of using games as literature?
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This is the second part of an ongoing series about teaching games--both video games and tabletop role playing games--as literature.
In my last post, I defined literature as written work that has significance and beauty to us, a modern audience. Now I want to tackle the next big question: what does that mean for alternative mediums?
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This is the first part of an ongoing series about teaching games--both video games and tabletop role playing games--as literature.
We should teach games the same way we teach books: as literature.
Yes, seriously. Games as Lit. Bear with me here.
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