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Games for English Literature

Author: Izabela Hopkins
language: en
Publisher: Libri Publishing Limited
Release Date: 2016-05-31
A little creative ingenuity and willingness to experiment are all it takes to break out of the confines of routine and inject a little variety into your classroom. The games in this book are designed to be adaptable to different levels of study of English Literature. Some are more likely to appeal more to ‘A’ level students than to undergraduates, and vice versa. They draw on a common stock of materials that can be bought and adapted at little cost, and in some cases they map directly onto the kind of questions that typically get asked when students face assessment. Many of the games can be played without a teacher being present, although many also assume that someone will be there to draw together threads of discussion. If nothing else, these games are a great way of overcoming that horrible problem, the wall of silence that confronts every teacher of literature at some stage in his or her career. The games are divided into different categories, reflecting the way literature students have to move between detailed analysis and general evaluation. They start small, with games about words and images, and build towards the more challenging theoretical topics students might encounter in the study of literary theory. Overall, this book is conceived as a provocation, not an encyclopaedia. If the result is that readers go away and dream up more and better games to play with students of literature, history, sociology, law, or any other discipline involving the close study and theorization of texts, it will have served its purpose.
Children’s Play in Literature

While we owe much to twentieth and twenty-first century researchers’ careful studies of children’s linguistic and dramatic play, authors of literature, especially children’s literature, have matched and even anticipated these researchers in revealing play’s power—authors well aware of the way children use play to experiment with their position in the world. This volume explores the work of authors of literature as well as film, both those who write for children and those who use children as their central characters, who explore the empowering and subversive potentials of children at play. Play gives children imaginative agency over limited lives and allows for experimentation with established social roles; play’s disruptive potential also may prove dangerous not only for children but for the society that restricts them.
The Composition of Video Games

Video games are a complex, compelling medium in which established art forms intersect with technology to create an interactive text. Visual arts, architectural design, music, narrative and rules of play all find a place within, and are constrained by, computer systems whose purpose is to create an immersive player experience. In the relatively short life of video game studies, many authors have approached the question of how games function, some focusing on technical aspects of game design, others on rules of play. Taking a holistic view, this study explores how ludology, narratology, visual rhetoric, musical theory and player psychology work (or don't work) together to create a cohesive experience and to provide a unified framework for understanding video games.