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Introduction / Tison Pugh (University of Central Florida, USA) and Lynn Ramey (Vanderbilt University, USA) -- Part I: Theories of the Ludic and Literary Classroom. 1. Developing and Teaching Games-Focused English Courses: A Technological and Curricular Walkthrough / Eric Detweiler (Middle Tennessee State University, USA) ; 2. Gaming Literature: Games as an Accessible Entry into the Study of Literature / Regina Mills (Texas A&M University, USA) ; 3. Techniques and Approaches to Teaching with Digital Literature and Digital Games: Levelling Up / Nolan Bazinet (University of Sherbrooke, Canada) ; 4. Determining Goals and Mechanics in the Game of Literature: How to Play / Mitchell Gunn (University of Toronto, Canada) ; 5. Reverse-Engineering Stories in the Literature Classroom: Linking Video Game and Traditional Narratives to Foster Critical Reading Skills / John Misak (New York Institute of Technology, USA) ; 6. Pwning Tolkien's Trilogy: GameStudies in a MOOC / Jay Clayton (Vanderbilt University, USA) and Don Rodrigues (University of Memphis, USA) -- Part II: Videogames and Interactive Media in the Literature Classroom. 7. Close Reading and Critical Play in a Ludic Century: Explore, Configure, Interpret / Craig Carey (University of Southern Mississippi, USA) ; 8. Teaching Japanese Video Games: Practical Strategies for Analysis and Assessment / Ben Whaley (University of Calgary, Canada) ; 9. From Fortnite to Social Justice? Video Game Streams and/as Literature / Cody Mejeur (University at Buffalo, USA) ; 10. Ethical Simulation Games in the Liberal Arts Classroom: From Sweatshop to Civilization, Harry Brown and Nicole Lobdell (De Pauw University, USA) ; 11. Reading as Play and Text as Player:Using Video Games to Teach Interpretive Influence and Agency / Haerin Shin (Vanderbilt University, USA) and Terrell Taylor (Vanderbilt University, USA) -- Part III: Gaming Identity and Ideology inthe Literature Classroom. 12. Playing with Identity, Representation, and Power in the Game Studies Classroom / JenniferMalkowski (Smith College, USA) and Trea Andrea M. Russworm (University of Massachusetts, Amherst, USA) ; 13. Effects of Japanese Horror Games: Reading the Foreign Within / Katsuya Izumi (University at Albany, USA) ; 14. Teaching the Indigenous Video Game Never Alone and/as Literature / Natalie Neill (York University, Canada) ; 15. First Person in Translation: Gaming Perspectives on Multicultural Literature / Jillian Sayre (Rutgers University, USA) ; 16. Rethinking Difference through Interactivity: Playing in the Dark / James K. Harris (Bronx Community College, USA) -- Part IV: Gamifying the Literature Classroom. 17. Edu-Larping: Film and Literature Instruction through Live-Action Games / Evan Torner (University of Cincinnati, USA) ; 18. Pedagogical Games in the Literature Classroom: Play to Learn / Kevin Bourque (Elon University, USA) ; 18. Making Feminist Games in the Gender Studies and Literature Classroom / Gabi Kirilloff (Texas Christian University, USA) ; 19. Detective Fiction Meets Cognitive Science: Games We Play on Paper / Michelle Robinson (University of North Carolina at Chapel Hill, USA) and Marsha Penner (University of North Carolina at Chapel Hill, USA) ; 20. How to Develop Gamified Pedagogical Strategies: A Case Study of Classical Japanese Poetry in the Undergraduate Classroom / Catherine Ryu (Michigan State University, USA) ; 21. Designing and Implementing Ten Years of Role-Playing and Game-Based Courses in an Advanced Language and Literature Curriculum: Challenges and Benefits / Roger Travis (University of Connecticut, |