Adventures in Empathy: Inviting Videogames into First Year Writing

Building on the work of Bonnie Ruberg and Stephen Greer, we unpack affordances of otherness in mainstream video gaming. Voraciously consumed by our students, games-as-texts do ludic and narrative work akin to literary fiction: they encourage confronting, understanding, and bonding with the unfamiliar. In the writing classroom, these mass-texts are an emerging vector of empathic response, academic engagement, and digital literacies.

When you put this all together, just make sure you don’t have things separated from their names, etc. It requires some fenagaling in the end, but it looks clean.