This Isn’t Supposed to Be Fun: Using Game-Based Writing Projects as a Form of Pragmatic Ethical Inquiry in the Composition Classroom

Author:

Kelly Matthew

Publisher

Springer International Publishing

Reference22 articles.

1. Ash, Erin. (2016). Priming or proteus effect? Examining the effects of avatar race on in-game behavior and post-play aggressive cognition and affect in video games. Games and Culture, 11(4), 422–440. https://doi.org/10.1177/1555412014568870.

2. Bogost, Ian. (2007). Persuasive games: The expressive power of videogames. MIT Press.

3. Bogost, Ian. (2008). The rhetoric of video games. In K. Salen (Ed.), The ecology of games: Connecting youth, games, and learning (1st ed., pp. 117–140). MIT Press.

4. Bratkowski, Tad. (2010). Applying Dewey’s aesthetics to video games: An experience of “Rock Band.” Soundings: An Interdisciplinary Journal, 93(1/2), 83–93. https://www.jstor.org/stable/41200919.

5. Chee, Yam San. (2014). Intentional learning with educational games: A Deweyan reconstruction. Australian Journal of Education, 58(1), 59–73. https://doi.org/10.1177/0004944113517833.

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