Reading the Game: Exploring Narratives in Video Games as Literary Texts

dc.contributor.advisorMusgrave, Megan
dc.contributor.authorTurley, Andrew C.
dc.contributor.otherBuchenot, Andre
dc.contributor.otherMarvin, Thomas
dc.date.accessioned2019-03-01T16:10:10Z
dc.date.available2019-03-01T16:10:10Z
dc.date.issued2018-12
dc.degree.date2018en_US
dc.degree.disciplineEnglishen
dc.degree.grantorIndiana Universityen_US
dc.degree.levelM.A.en_US
dc.descriptionIndiana University-Purdue University Indianapolis (IUPUI)en_US
dc.description.abstractVideo games are increasingly recognized as powerful tools for learning in classrooms. However, they are widely neglected in the field of English, particularly as objects worthy of literary study. This project argues the place of video games as objects of literary study and criticism, combining the theories of Espen Aarseth, Ian Bogost, Henry Jenkins, and James Paul Gee. The author of this study presents an approach to literary criticism of video games that he names “player-generated narratives.” Through player-generated narratives, players as readers of video games create loci for interpretative strategies that lead to both decoding and critical inspection of game narratives. This project includes a case-study of the video game Undertale taught in multiple college literature classrooms over the course of a year. Results of the study show that a video game introduced as a work of literature to a classroom increases participation, actives disengaged students, and connects literary concepts across media through multimodal learning. The project concludes with a chapter discussing applications of video games as texts in literature classrooms, including addressing the practical concerns of migrating video games into an educational setting.en_US
dc.identifier.urihttps://hdl.handle.net/1805/18520
dc.identifier.urihttp://dx.doi.org/10.7912/C2/408
dc.language.isoen_USen_US
dc.subjectliteratureen_US
dc.subjectEnglishen_US
dc.subjectvideogameen_US
dc.subjectvideo gameen_US
dc.subjectgamingen_US
dc.subjectAarsethen_US
dc.subjectBogosten_US
dc.subjectJenkinsen_US
dc.subjectGeeen_US
dc.subjectpedagogyen_US
dc.subjectteachingen_US
dc.subjectcase studyen_US
dc.subjectclassroomen_US
dc.subjectergodicen_US
dc.subjectcybertexten_US
dc.subjectplayer generated narrativesen_US
dc.subjectnarrativeen_US
dc.subjectmultimodalityen_US
dc.subjectstructuralismen_US
dc.subjectdeconstructionen_US
dc.subjectfree playen_US
dc.subjectunit operationsen_US
dc.subjectsituated meaningen_US
dc.subjectsituated learningen_US
dc.subjectembodied meaningen_US
dc.subjectembodied learningen_US
dc.subjecttextualityen_US
dc.subjectevent planeen_US
dc.subjectprogression planeen_US
dc.subjectnegotiation planeen_US
dc.subjectinterpretationen_US
dc.subjectReader Response Theoryen_US
dc.subjectsimulationen_US
dc.subjectUndertaleen_US
dc.subjectDerridaen_US
dc.titleReading the Game: Exploring Narratives in Video Games as Literary Textsen_US
dc.typeThesis
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