This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.
This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.
Adds to the current conversation about the practicalities and benefits of using games in education Appeals to writing teachers new to game studies but also to veteran game scholars and teachers Serves as an accessible account of the ethical implications of video games and their study
Richard Colby
writing pedagogy rhetoric gaming classroom instruction composition
“As rhetoric and writing studies’ engagements with gaming has evolved, we are less in need of projects that argue only for the inclusion of video games as a subject matter. Instead, our field needs exactly what this book provides: substantive and persuasive scholarship that refines our conceptual starting places to chart new pathways toward where we need to go. The scope of case studies in this collection is outstanding.”—Steve Holmes, author of Procedural Habits: The Rhetoric of Videogames as Embodied Practice (2017) and Rhetoric, Technology and the Virtues (2018)
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