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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

      • GET 10% OFF

      • Publisher's listprice GBP 43.99
      • 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.

        19 861 Ft (18 915 Ft + 5% VAT)
      • Discount 10% (cc. 1 986 Ft off)
      • Discounted price 17 875 Ft (17 024 Ft + 5% VAT)

    17 875 Ft

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    Availability

    printed on demand

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    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 Taylor & Francis
    • Date of Publication 6 November 2025

    • ISBN 9781032468822
    • Binding Paperback
    • No. of pages196 pages
    • Size 229x152 mm
    • Weight 320 g
    • Language English
    • Illustrations 48 Illustrations, black & white
    • 1047

    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 Poke?mon 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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