Building the Labyrinth:
Adapting Video Game Design Concepts for Writing Course Design


Craig McKenney, Highline Community College

 

 

 
“Writing unfolds like a game (jeu) that invariably goes beyond its own rules and transgresses its limits.”
- Michel Foucault, What Is an Author?

 


 

Works Cited

Alrdich, Clark. Learning by Doing: a Comprehensive Guide to Simulations, Computer Games, and Pedagogy in E-Leraning and Other Educational Experiences. San Francisco: Pfeiffer, 2005. 

Beck, John C. and Mitchell Wade.  Got Game: How the Gamer Generation is Reshaping Business Forever.  Boston: Harvard Business School Press, 2004.

Bush, John. "On Writing II." Critique Magazine. 22 Mar. 2008 <http://www.etext.org/Zines/Critique/writing/elbow.html>.

Carr, Diane. “Space, Navigation and Affect.”  Computer Games. Malden, MA: Polity, 2006. 62-65.

Deemer, Charles. "English Composition as a Happening." College English 29 (1967): 121-126. 12 Jan. 2008 <http://www.ibiblio.org/cdeemer/happen.htm>.

Foucault, Michel. "What Is an Author?" Foucault Reader. Ed, P. Rainbow.  New York: Pantheon Books, 1984.  101-120.

Frauenheim, Ed. "Can Video Games Win Points as Teaching Tools?" Workforce Management 10 Apr. 2006: 12-14. Academic Search Premier. EBSCO. Highline Community College. 10 Oct. 2007. 

Harris, John. "Game Design Essentials: 20 Difficult Games." Gamasutra (2007). 20 Feb. 2008 <http://www.gamasutra.com/view/feature/1640/game_design_essentials_20_.php>.

Joyce, Michael.  Of Two Minds: Hypertext Pedagogy and Poetics.  Ann Arbor: University of Michigan Press, 1996.

Juul, Jesper. “The Game, the Player, the World: Looking for a Heart of Gameness.” Level Up: Digital Games Research Conference Proceedings. Utrecht:  Utrecht University, 2003, 30-45. Also available online at http://www.jesperjuul.net/text/gameplayerworld/.

--.  "The Open and the Closed: Games of Emergence and Games of Progression."  In Computer Games and Digital Cultures Conference Proceedings, edited by Frans Mäyrä, 323-329. Tampere: Tampere University Press, 2002.
Also available online at http://www.jesperjuul.net/text/openandtheclosed.html.

Kirkley, Sonny E., and Jamie R. Kirkley. "Creating Next Generation Blended Learning Environments Using Mixed Reality, Video Games and Simulations." TechTrends: Linking Research & Practice to Improve Learning 49 (2005):  42-89. Academic Search Premier. EBSCO.  Highline Community College. 31 Oct. 2007. 

Koster, Raph.  A Theory of Fun for Game Design.  Phoenix: Paraglyph Press, 2004.

Lee, Shuen-shing.  "I Lose, Therefore I Think": a Search for Contemplation Amid Wars of Push-Button Glare. Game Studies (2003). 10 Jan. 2008 <http://www.gamestudies.org/0302/lee/>.

McLuhan, Marshall.  “The Medium is the Message.”  Understanding Media: The Extensions of Man.  New York: McGraw Hill, 1964.

McMahan, Alison.  “Immersion, Engagement and Presence: A Method for Analyzing 3-D Video Games.”  The Video Game Theory Reader.  New York: Routledge, 2003.  67-86.

Sorgatz, Rex. "The Game of Life." Wired Magazine Nov. 2007: 39-40. 

Squire, Kurt. "Video Games in Education." International Journal of Intelligent Simulations and Gaming 2 (2003). 31 Oct. 2007.  Avialble online at http://ijigs.scit.wlv.ac.uk/ijigs41.htm. 

Williamson Shaffer, David, Kurt R. Squire, Richard Halverson, and James P. Gee. “Video Games and the Future of Learning.” Phi Delta Kappan.  Vol. 87 No. 02. October 2005.  104-111.

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