A Review of Play/Write: Digital Rhetoric, Writing, Games

Main Content

Argument

The central argument in Play/Write: Digital Rhetoric, Writing, Games is that video games hold an increasing economic and cultural impact, but act as equipment for writing literacy as well. The collection, as noted by Douglas Eyman, is presented so to demonstrate that games serve as “rhetorical ecologies and writing platforms” (p. 6). To illustrate the various methods of conceptualizing writing encompassing video games, the collection is split into four distinct parts: writing about games, writing around games, writing inside games, and simply writing games. As a result, each contributor is filed under a different category that pertains to their topic of discussion, which all falls under the umbrella of conducting and further advancing research concerning the relationship between video games and effective communication.