You are here:

Computers and Composition

Volume 25, Number 3

Search this issue

Table of Contents

Number of articles: 8

  1. The Game of Reading and Writing: How Video Games Reframe Our Understanding of Literacy

    John Alberti

    This essay focuses on how video games both highlight our traditional assumptions about reading and writing and suggest alternative paradigms that combine the new and the traditional:•Play. Video... More

    pp. 258-269

    View Abstract
  2. Public Writing in Gaming Spaces

    Matthew S.S. Johnson

    Although recent composition scholarship has focused on public writing and civic participation, classroom practices do not (yet) seem to match the theory. This trend should not indicate, though,... More

    pp. 270-283

    View Abstract
  3. Composition, Computer Games, and the Absence of Writing

    Kevin Moberly

    Computer games fundamentally incorporate composition into their game play. Highly symbolic constructs, whose photo-realistic graphical environments are often produced by combining pre-existing... More

    pp. 284-299

    View Abstract
  4. A Pedagogy of Play: Integrating Computer Games into the Writing Classroom

    Rebekah Shultz Colby & Richard Colby

    Traditional distinctions between work/play and classroom/gamespace create barriers to computer games’ integration into academic settings and the writing classroom in particular. For a writing class... More

    pp. 300-312

    View Abstract
  5. Press Enter to “Say”: Using Second Life to Teach Critical Media Literacy

    Jennifer deWinter & Stephanie Vie

    Online simulated environments directly affect the formation of individual subjectivities through the creation of player avatars. Thus, the power relationships that affect subjectivity formation... More

    pp. 313-322

    View Abstract
  6. Just For Fun: Writing and Literacy Learning as Forms of Play

    David Michael Sheridan & William Hart-Davidson

    This article focuses on Ink, a Multiplayer Online Game (MOG) being developed at Michigan State University. The design of Ink reflects the developers’ understanding of writing pedagogy and... More

    pp. 323-340

    View Abstract
  7. Bringing Commercial Games into the Classroom

    Pilar Lacasa, Laura Méndez & Rut Martínez

    One of the challenges facing us when we try to bring commercial materials such as video games into the classroom to be used as educational tools is to identify appropriate strategies of... More

    pp. 341-358

    View Abstract
  8. The Design is the Game: Writing Games, Teaching Writing

    Alice J. Robison

    This article makes both conceptual and empirical arguments for why composition scholars and teachers ought to take notice of how video games are designed and developed in such a way as to make them... More

    pp. 359-370

    View Abstract