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

Main Content

Conclusion

Ultimately, Play/Write: Digital Rhetoric, Writing, Games presents a compelling case concerning the application of video games beyond the common belief to improving writing literacy and rhetoric. The use of a wide variety of titles, such as Skyrim, Minecraft, and Pong, produces a collection that is not tied to a single genre or release period. While the introduction serves as a great way to provide context and a basic understanding for readers entering the collection, I feel a concluding chapter included as a summative note to the various authors’ works would be beneficial. Furthermore, as a graduate student looking for a resource in this subject, I wished the collection would have offered more regarding how innovative, console exclusive titles create a narrative. This discussion could have explained the rhetoric established by these games in the industry and for their respective companies by the gaming community. However, with the categories Play/Write adopts as its key themes, the collection is valuable to the growing body of literature on the topic of video games as a gateway to developing effective rhetorical and writing skills primarily in the classroom.