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    Video Games, Literature, and Close Playing: A Practical Guide

    Video Games, Literature, and Close Playing by Chang, Edmond Y.; Welsh, Timothy J.;

    A Practical Guide

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      • Publisher's listprice GBP 41.99
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        18 958 Ft (18 055 Ft + 5% VAT)
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      • Discounted price 15 166 Ft (14 444 Ft + 5% VAT)
      • Discount is valid until: 30 June 2026

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    Availability

    Estimated delivery time: In stock at the publisher, but not at Prospero's office. Delivery time approx. 3-5 weeks.
    Not in stock at Prospero.

    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number 1
    • Publisher Routledge
    • Date of Publication 6 November 2025

    • ISBN 9781032468822
    • Binding Paperback
    • No. of pages208 pages
    • Size 229x152 mm
    • Weight 380 g
    • Language English
    • Illustrations 24 Illustrations, black & white; 24 Halftones, black & white
    • 762

    Categories

    Short description:

    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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    Long description:

    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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    Table of Contents:

    Introduction: Gaming Our Classrooms


    Lore I: Literary Gaming


    1 ImmorTall


    2 Tetris


    3 The Beginner’s Guide


    4 Elder Scrolls IV: Oblivion


    5 BioShock


    6 Assassin’s Creed


    7 Undertale


    Side Quests I


    Lore II: Literature and Video Games


    8 The Sims


    10 Portal


    11 Red Dead Redemption


    12 Super Columbine Massacre RPG!


    13 Dark Souls


    14 NBA 2K18


    15 Pokémon GO


    16 Minecraft


    Side Quests II


    Lore III: Gamifying Literature


    17 Loved


    18 Animal Crossing: New Horizons


    19 Dragon Age: Origins


    20 Barbie Dreamtopia: Adventure Games


    21 Grand Theft Auto: San Andreas


    22 Queers in Love at the End of the World


    23 When Rivers Were Trails


    24 Gone Home


    Side Quests III


    Lore IV: Getting Messy


    9 The Walking Dead

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