Video Games as Literary Source Material for the Writing Classroom

Video Games as Literary Source Material for the Writing Classroom

James Drown and Mark Brand, University of Illinois at ChicagoScovill 212

Video-computer based games emerged as consumer products in the 1970s and now surpass movies, television, and music in terms of worldwide profits. Many of the original text-based games, such as Zork and Deadline had a genre based literary quality to them, and 50 years later we still see literary storytelling in this medium, with both major corporations and independent developers delivering significant texts using varying levels of technology and sophistication.

At the lower level of this, developers often produce low cost material that effectively deals with social and personal issues our students are interested in. Papers Please is a multi-platform game that examines issues around immigration and documentation. One Night, Hot Springs looks at the experience of being trans at a hot spring, while This War of Mine allow us to be a civilian in an urban combat zone (and is a text in Polish history classes). New and exciting games come out frequently, and this is a rich area for texts, which are sophisticated and meet students “where they live.”

We have successfully used video games in the writing classroom, and we are proposing a workshop that presents a number of short low-cost (or free) games to the audience, along with a variety of ways of using them in the classroom. As part of the experience, we would like to engage the participants in an actual lesson in relation to one of the games being presented.

Fri 11:15 AM - 12:30 PM
College, High School
2024, Diversity-Equity-Inclusion, Instructional Activities (Student-centered), Instructional Techniques (Teacher-centered), Technology
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