<p><em>Video Games Literature and Close Playing: A Practical Guide </em>offers 24 case studies of mainstream and independent video games from <i>Tetris </i>to <i>The Sims</i> <i>Undertale </i>to <i>Animal Crossing: New Horizons</i> and <i>Assassin’s Creed </i>to <i>Gone Home </i>in order to introduce key video game and literary studies concepts ideas definitions and possibilities. This book also includes a brief history of video games and literature critical questions and suggested readings for each chapter and a collection of prompts activities and assignments for students and instructors to engage adapt and explore. This book is designed to be useful modular and playful to provoke questions and conversation to encourage connections and collaboration and to inspire critical thinking.</p>
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