My dissertation research studies the use of video games as texts for analysis in a College English course. The purpose of the study was to see what happens when College English students are asked to engage with a video game as a class text, use their engagement with a video game to make sense of other texts, and how reader-response theory applies to making meaning of video games as texts. A secondary purpose was to study, if this transaction does take place, whether video games can support the kind of analysis required of a College English curriculum and what this curriculum might look like. I conducted this study as an autoethnography of a course designed for this purpose as the course instructor. Observing my students’ participation and a...
Video games are flooding our everyday lives from our phones to our schools. Our understanding of thi...
The purposes of this qualitative phenomenological case study were to investigate multiple student ex...
This thesis provides a brief summary of contemporary approaches to the study of interactive narrativ...
I began my research with personal experience playing video games and a formal education in English s...
Research has shown that video games can be successful at teaching concepts and skills to students at...
In this dissertation I look at various ways in which the relation between gamers and games has been ...
This project sets out to address problems of racial inequalities in role-playing video games as part...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
This article discusses the findings from a research project for which A Level and undergraduate Engl...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...
Video games, through their widespread popularity and appeal, transmit meaningful ideas, beliefs, and...
New Game Plus: A Study of Video Game Narratives is a scholarly thesis that examines three dominant n...
Instructors find a gap between what they experienced in school in the mid-to-late 20th century and t...
The central focus of this study is to look at the legitimacy of using computer games for textual stu...
The purpose of this qualitative critical discourse analysis study was to determine if there was a be...
Video games are flooding our everyday lives from our phones to our schools. Our understanding of thi...
The purposes of this qualitative phenomenological case study were to investigate multiple student ex...
This thesis provides a brief summary of contemporary approaches to the study of interactive narrativ...
I began my research with personal experience playing video games and a formal education in English s...
Research has shown that video games can be successful at teaching concepts and skills to students at...
In this dissertation I look at various ways in which the relation between gamers and games has been ...
This project sets out to address problems of racial inequalities in role-playing video games as part...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
This article discusses the findings from a research project for which A Level and undergraduate Engl...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...
Video games, through their widespread popularity and appeal, transmit meaningful ideas, beliefs, and...
New Game Plus: A Study of Video Game Narratives is a scholarly thesis that examines three dominant n...
Instructors find a gap between what they experienced in school in the mid-to-late 20th century and t...
The central focus of this study is to look at the legitimacy of using computer games for textual stu...
The purpose of this qualitative critical discourse analysis study was to determine if there was a be...
Video games are flooding our everyday lives from our phones to our schools. Our understanding of thi...
The purposes of this qualitative phenomenological case study were to investigate multiple student ex...
This thesis provides a brief summary of contemporary approaches to the study of interactive narrativ...