What games studies can teach us about videogames in the English and Literacy classroom

Author:

Apperley Thomas

Publisher

Springer Science and Business Media LLC

Subject

Linguistics and Language,Education,Language and Linguistics

Reference30 articles.

1. Aarseth, E. (1997). Cybertext: Perspectives on Ergodic Literature. Baltimore: Johns Hopkins University Press.

2. Apperley, T. (2006). Genre and game studies: Towards a critical approach to videogame genres. Simulation & Gaming: An International Journal of Theory Practice and Research 37(1), 6–23.

3. Apperley, T. (2007). Virtual Unaustralia: Videogames and Australia’s colonial history. In P. Magee (Ed.). The Unaustralia Papers: the electronic refereed conference proceedings of the Cultural Studies Association of Australasia Conference. Retrieved 16 October, 2009, from http://tomsresearch.googlepages.com/virtualunaustralia_apperley.pdf

4. Apperley, T. (2008). Of sins, vices, and pecados: The cultural context of videogame play. In D. Capsi & T. Samuel-Azran (Eds.). New Media and Innovative Technologies (pp. 240–261). Be’er Shiva: Ben-Gurion University Press/Tzivonim Publishers.

5. Bolter, J., & Grusin, R. (1999). Remediation: Understanding New Media. Cambridge: MIT Press.

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