Isbn: 9781032468822 - video games, literature, and close playing: a practical guide (25 risultati)

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Paperback. Condizione: New. Video Games, Literature, and Close Playing: A Practical Guide offers 24 case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossing: New Horizons, and Assassin's Creed to Gone Home 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.…

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Paperback. Condizione: New. Video Games, Literature, and Close Playing: A Practical Guide offers 24 case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossing: New Horizons, and Assassin's Creed to Gone Home 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.…

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Paperback. Condizione: New. Video Games, Literature, and Close Playing: A Practical Guide offers 24 case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossing: New Horizons, and Assassin's Creed to Gone Home 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.…

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Paperback. Condizione: New. Video Games, Literature, and Close Playing: A Practical Guide offers 24 case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossing: New Horizons, and Assassin's Creed to Gone Home 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.…

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Paperback. Condizione: new. Paperback. Video Games, Literature, and Close Playing: A Practical Guide offers 24 case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossing: New Horizons, and Assassins Creed to Gone Home 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. Video Games, Literature, and Close Playing: A Practical Guide offers twenty-four case studies of mainstream and independent video games in order to introduce key video game and literary studies concepts, ideas, definitions, and possibilities. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.…

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Paperback. Condizione: new. Paperback. Video Games, Literature, and Close Playing: A Practical Guide offers 24 case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossing: New Horizons, and Assassins Creed to Gone Home 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. Video Games, Literature, and Close Playing: A Practical Guide offers twenty-four case studies of mainstream and independent video games in order to introduce key video game and literary studies concepts, ideas, definitions, and possibilities. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.…

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Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - Video Games, Literature, and Close Playing: A Practical Guide offers twenty-four case studies of mainstream and independent video games in order to introduce key video game and literary studies concepts, ideas, definitions, and possibilities. …

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Paperback. Condizione: new. Paperback. Video Games, Literature, and Close Playing: A Practical Guide offers 24 case studies of mainstream and independent video games from Tetris to The Sims, Undertale to Animal Crossing: New Horizons, and Assassins Creed to Gone Home 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. Video Games, Literature, and Close Playing: A Practical Guide offers twenty-four case studies of mainstream and independent video games in order to introduce key video game and literary studies concepts, ideas, definitions, and possibilities. This item is printed on demand. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.…

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Taschenbuch. Condizione: Neu. Video Games, Literature, and Close Playing | A Practical Guide | Edmond Y. Chang (u. a.) | Taschenbuch | Einband - flex.(Paperback) | Englisch | 2025 | Routledge | EAN 9781032468822 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand. …