Video Gaming technology has passed a threshold – from arcade-style entertainment to virtual realism. As such, games have become an increasingly literary, story-driven experience. What future might Video Games have as educational devices in the literature classrooms of tomorrow? Could the teachers of today legitimately present works of gaming literature in the classroom for students to explore and analyze?
My comparative lit colleagues and I spoke about this topic once and I suggested that choice-based episodic games released by the now defunct Telltale Games would provide great materials. As a natural transition of the Choose your own adventure books, games such as the Walking Dead or Fables (Wolf among us) can prompt discussions about the medium, narrative structures and philosophical choices. The community aspect (where all the choices are tallied in the end) is also an interesting aspect worth of attention. – kpfong832 years ago
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