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TEACHING LITERARY GAMES." Teaching Games and Game Studies in the Literature
Classroom. Ed. Tison Pugh and Lynn Ramey. London,: Bloomsbury Academic, 2022. 1–12.
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INTRODUCTION: LUDOLOGY,
NARRATOLOGY, AND TEACHING
LITERARY GAMES
Tison Pugh and Lynn Ramey
Literature is a game. This statement could be read metaphorically, as suggesting the
recreational nature of the form and the playful engagements it elicits between authors
and readers. Or, this statement could be read structurally, as suggesting that poetry,
fiction, and other literary forms bear the requisite elements of a game, particularly in
their rules, strategies, and players. Or this statement could be read pessimistically, in the
assumption that literature’s ludic qualities would necessitate that it therefore involves the
tedious win/loss binary so central to many games’ form and function. Or this statement
could be read defensively, as part of the simmering debate between narratologists and
ludologists, who view the shifting landscape of the humanities from different and at least
potentially oppositional frameworks. Or this statement, despite the inherent tautology,
could be read literally: literature is a game in all of its constituent parts and possibilities.
Beyond a doubt, games and literature have long intertwined, with ludic themes
circulating throughout the literary realm and literary history, including the riddles
of the Sphinx in Oedipus Rex, the tale-telling game of Chaucer’s Canterbury Tales,
the narratological games of Italo Calvino’s If on a Winter’s Night a Traveler—even the
beheading game of Sir Gawain and the Green Knight. Sports novels and nonfiction, such
as Bernard Malamud’s The Natural, Don DeLillo’s End Zone, and Lauren Hillenbrand’s
Seabiscuit, merge the literary and the athletic. Virtually all detective fiction can be
construed as a game, even from its beginnings in Edgar Allan Poe’s “The Murders in the
Rue Morgue,” in which authors challenge readers to unravel the puzzles created for their
pleasure and frustration. Various poetic forms—sonnets, villanelles, rondels—demand
precise adherence to metrical rules, with poets constraining their lexical options to
adhere to these arbitrary yet essential requirements. Analyzing the protocols of fantasy
literature, which requires an imaginary landscape that must nonetheless be anchored
by some sense of order, Gabrielle Lissauer states that the genre “must have rules. Not
only that, but these rules must be consistent. There must be continuity. If there isn’t any,
then the seams in the world are evident and the illusion of story is broken” (172). Given
this long history of the literary and the ludic intersecting, it is not surprising that many
recent novels, such as Ernest Cline’s Ready Player One and Neal Stephenson’s Reamde,
are inspired by video games, and just as novels can be adapted into films or films can
be reconceptualized as novels, so too do many popular video-game franchises offer
novelizations of their storylines.
Teaching Games and Game Studies
Further along these lines, ludic and literary scholars have long pursued the intersection
of literature and games. In his foundational study Homo Ludens: A Study of the Play
Element in Culture, Johan Huizinga devotes a chapter to play and poetry, describing
the latter as a “social game” (124). The 1968 volume of Yale French Studies, with essays
by Jacques Ehrmann, Michel Beaujour, A.J. Greimas, Michael Holquist, and Mikhail
Bakhtin, remains of critical importance to scholars of literature and games. Studies of
literary games could be largely subdivided into those focusing primarily on games (e.g.,
Jenny Adams’s Power Play: The Literature and Politics of Chess in the Late Middle Ages),
those focusing primarily on authors (e.g., Kathleen Blake’s Play, Game, and Sport: The
Literary Works of Lewis Carroll), and those focusing on ludic and literary strategies (e.g.,
Peter Hutchinson’s Games Authors Play), but such an approach would simply impose
an overarching structure on a phenomenon predicated on rich interconnections. In her
foundational study of games and literature, “The Game of Literature and Some Literary
Games,” Elizabeth Bruss posits a universal ludic form present in virtually all aesthetic
artifacts: “Every symbolic product, literary works included, presupposes a situation of
exchange: there is no significance, no communication, without the minimal engagement
of a sender and a receiver” (153). For Bruss, these exchanges create the ever-present
potential of a ludic experience existing concurrently with a narrative one.
Writing in the late 1970s, Bruss could hardly have envisioned that the ensuing
decades would witness an explosion of games and the birth of game studies as a field of
humanistic endeavor. While the release of Atari’s Pong in 1972 might not have caught
the attention of literary critics, games as a cultural phenomenon became increasingly
impossible to ignore over the subsequent decades. Middle-class children of the 1970s
and 1980s grew up with rudimentary gaming consoles in their households, and
subsequent decades witnessed the establishment of game studies as a serious scholarly
field, with the International Board Game Studies Association (IBGSA) coalescing in
1990 and the Digital Games Research Association (DiGRA) emerging in 2003. By 2018,
the Entertainment Software Association reported that video game sales reached $43.4
billion, thus attesting to its premier position within the world’s cultural economy. Simply
put, games are here to stay, and they cannot help but influence our understanding of
preceding cultural forms, including literature.
Yet the intersection of cultural forms at times generates controversies, and the
relationship between interactive storytelling and video games has long been complicated
by a desire on the part of some to separate gameplay from narrative. Today most
economically and critically successful video games at least nod toward a storyline,
although this was not always the case. The earliest graphical arcade games like Pong
incorporated one- or two-player competition and scoring but without an overt story
line. The plotline of Space Invaders (1978) is fully encapsulated in its title, as is that of
Asteroids (1979) and Missile Command (1980), and the play of these minimally narrative
games was equally simple: shoot and destroy. Other early games engaged more directly
with literary culture: Atari’s breakout game Adventure (1979) alluded to Beowulf in the
name of one of its dragons—Grundle—and incorporated a storyline reminiscent of the
Arthurian quest for the Holy Grail. Text-based games like Oregon Trail (1974), Zork
2
Introduction
(1977), and Rogue (1980) employed absent or light graphics while allowing players to
progress through a narrative with multiple outcomes. Video game production, both text
and graphics based, moved along in time with technological developments, eventually
privileging computationally heavy graphics over storylines as users and game developers
stretched to make the most of the rapid improvements in video cards.
Whereas many game studies scholars date the founding moment of their field to
Chris Crawford’s The Art of Computer Game Design (1984), for literary and narrative
scholars Janet Murray’s Hamlet on the Holodeck: The Future of Narrative in Cyberspace
(1997) stands as the pivotal study, as it recognized the power of games and claimed
their equal status with literature and movies. Furthermore, she saw the early text-based
narrative games as new forms of writing and storytelling with enormous potential.
The same year, Espen Aarseth published Cybertext: Perspectives on Ergodic Literature,
a book that took seriously the field of video game studies and electronic literature. Both
Murray and Aarseth advocated for the aesthetic and narrative potential of video games
and cybertexts, with Murray recognizing the role of storytelling in games and Aarseth
focusing on the essential differences between games and cybertexts. At a conference in
1998, then graduate student Jesper Juul weighed in, suggesting that the tension between
gameplay and narrative in narrative-leaning video games produced something that was
neither a good game nor a good story. Interactivity requires the user to be in the “now,”
whereas narrative places the user in the “past.” A game could not be a narrative because
they were “two phenomena that you basically cannot have at the same time” (Juul). Ian
Bogost created a visual sendup of the dispute pitting ludologists versus narratologists
(see Figure 0.1).
This debate about the primacy of game play (ludology) over storytelling (narratology)
continued throughout the late 1990s and into the twenty-first century. In 2005, Murray
claimed to have the “last word” on the ludology versus narratology debate, suggesting
that ludologists suffer from a Bloomian “anxiety of influence,” seeking recognition
and separation for the field of game studies from the oppressive dominance of literary
criticism (“Last Word”). The conflict appeared to wane, although documented and kept
alive in such volumes as Matthew Kapell’s The Play Versus Story Divide in Game Studies:
Critical Essays (2016), and it was unexpectedly revived when Ian Bogost’s 2017 The
Atlantic essay “Video Games Are Better Without Stories” was met quickly with responses
from video game journalists Patrick Klepek of Vice and Tom Battey from Gamasutra, not
to mention Twitter tirades, including a notable one from Danielle Riendeau. Unlike the
Murray-Aarseth dustup, when the conversation moved from academic debate to a public
forum, very little support emerged for the exclusively ludologist camp.
As scholars engaged in this engrossing version of the chicken/egg debate, game
designers continued designing games of increasing technical and narrative sophistication,
with an apparent turning point emerging with the release of the critically acclaimed
series Bioshock (2007). Bioshock was not the first to tell a story with a first-person shooter
format, but its ground-breaking graphics combined with an engaging story moved
video games into an era of new acceptance. In a seemingly ideal configuration, it was
generally recognized that games could tell engrossing stories and engrossing stories
3
Teaching Games and Game Studies
Figure 0.1 Ian Bogost’s Playful Poster Depicts a Clash between Janet Murray, Representing
Narratology, versus Espen Aarseth, Representing Ludology. Courtesy Ian Bogost
could be played. Critically acclaimed narrative games proliferated: The Last of Us (2013),
The Walking Dead (2012), and Gone Home (2013) figure among the better-known titles.
Despite the ongoing tirades of some narratologists and ludologists about the primacy of
one perspective over another, many scholars now recognize the importance of uniting
critical perspectives from both disciplines. As Souvik Mukherjee states, “It is a common
fallacy within the game-story debate to identify one of the entities as being subsumed by
the other or being equated with the other” (93–4). On the contrary, ludonarratology as
a critical field has emerged more distinctly from these discussions, as scholars recognize
that the intersections of game and literature result in kaleidoscopic shifts to dominant
cultural forms. As Tison Pugh explains, “Ludonarratology, in uniting narrative theory
with gaming theory, recognizes the ways in which these forms are currently shifting
in light of their increasing intersection, while also retrospectively enhancing our
understanding of narrative and ludic forms of the past” (12), suggesting as well that
4
Introduction
“To define ludonarratology, then, is not to establish a fixed set of parameters for all
texts and for all games, but primarily to realize their mutual and fruitful overlap in the
particular instances when they enlighten the gaming text, or textual game, at hand” (37).
Ludonarratology stands as a key intervention in both literary and game studies, and,
even if the issue is not fully resolved for game studies critics, the general public has
enthusiastically embraced narrative games. Certainly, the students in our classrooms
are often eager to discuss the narrative aspects of games: in our experience, if we ask a
generalized question about narrative form, character, plot, or theme requiring students
to generate examples from a wide range of cultural artifacts, their answers are as likely
to come from video games as they are to come from literature, theater, poetry, television,
and film.
Given these conditions, this volume explores the benefits of introducing games and
game studies into the literature classroom, as well as the gamification of the classroom
inherent in this process. At its simplest, gamification can be defined as the incorporation
of ludic elements into activities that one might otherwise prefer to avoid, with this
practice increasingly encoded into myriad aspects of modern life. Long before its current
heyday, Mark Twain satirically depicted gamification as the bailiwick of hucksters and
fools in his The Adventures of Tom Sawyer. In an iconic scene, Tom is tasked with
whitewashing Aunt Polly’s fence, an onerous chore that he transmogrifies into “play” for
his gullible peers. The first dupe protests weakly until Tom quells his argument with a bit
of solipsistic philosophizing on the nature of work and play:
Tom contemplated the boy a bit, and said: “What do you call work?”
“Why ain’t that work?”
Tom resumed his whitewashing, and answered carelessly: “Well, maybe it is,
and maybe it aint. All I know, is, it suits Tom Sawyer.”
(30; italics and punctuation in original)
The line demarcating work from play, Tom suggests, is drawn by the individual, not by
any inherent or preconceived qualities belonging to work or play. Tom convinces his
chums to hand over a kite, twelve marbles, a tin soldier, a couple of tadpoles, and sundry
other prized possessions in exchange for the “pleasure” of labor, with Twain concluding
of his protagonist’s adventures in whitewashing: “If he had been a great and wise
philosopher, like the writer of this book, he would now have comprehended that Work
consists of whatever a body is obliged to do, and that Play consists of whatever a body is
not obliged to do” (32). Obligation and choice, respectively, distinguish work from play,
yet as Twain’s humorous scene exposes, gamification blurs their borders, dissolving any
preconceptions of work’s drudgery and play’s frivolity. Gamification’s advocates would
surely point out that muddying the differences between work and play achieves laudable
objectives, and within Twain’s fictions, Aunt Polly would likely agree that someone had
to paint her fence, with the results arguing for themselves.
Proponents of gamification enthusiastically endorse the virtue of cloaking work
under the guise of play, and recent volumes in the field promise that games will enhance
5
Teaching Games and Game Studies
one’s success in various aspects of life, including such disparate endeavors as business,
child-raising, and education (e.g., Kapp). Envisioning gamification’s limitless potential
both to imbue life with pleasure and to resolve society’s most intractable problems, Jane
McGonigal stirringly declares: “The great challenge for us today, and for the remainder
of the century, is to integrate games more closely into our everyday lives, and to embrace
them as a platform for collaborating on our most important planetary efforts” (354). For
gamification’s devotees, anything is possible by incentivizing people as players through
ludic structures: if we build enough games, kids will love learning, the perils of global
warming will be resolved, world peace might just be attained. Others take issue with
this utopic kernel assumed to inspire gamification, questioning the rush to exploit the
inherent pleasure of games for a variety of non-ludic ends. Furthermore, it is worth
considering the benefits of the work/play dichotomy as efforts increase to blur its
boundaries. David Golumbia observes that many recent games appear divorced from
any sense of play and instead align more closely with the realm of work from which
they are purportedly distinct: “On careful examination, many of the programs we call
video games today much more nearly resemble something like work, embodying what
literary theorists and philosophers recognize as a means of enacting a Nietzschean lust
for power and, in Derridean terms, a desire to constrain play—much the opposite of
what their construal as games might be understood to indicate” (179; italics in original).
In their frenzied dedication to achieve a game’s objectives, which are often arbitrary
constructions designed to invoke closure with little sense of resolution, some players
appear oblivious to the laboriousness of their efforts.
As games are increasingly deployed to make work more appealing, a potential
consequence will not be that work becomes more pleasureful but that games become less
so. Ian Bogost excoriates the pretenses of this emergent ludic form in a blistering critique,
bluntly titled “Gamification Is Bullshit”: “Gamification is marketing bullshit, invented
by consultants as a means to capture the wild, coveted beast that is video games and
to domesticate it for use in the grey, hopeless wasteland of big business, where bullshit
already reigns anyway.” More so, teachers long exhausted by the influence of popular
culture on their students—some of whom expect more to be entertained than to be
educated—now must contend with serving as the magister ludorum of the classroom as
well. Surely such instructors can empathize resignedly with the Duke in Max Beerbohm’s
classic satire Zuleika Dobson when, exasperated beyond measure, he admonishes an
Oxford undergraduate: “The Socratic manner is not a game at which two can play. Please
answer my question, to the best of your ability” (230). And for narratological purposes, it
is worth remembering that Twain tells his story aligned with Tom Sawyer’s perspective,
not that of his duped friends. As much as Tom’s gamification may have promised them
pleasure, it was never delivered, and thus they have little story to tell of their day’s events.
Whitewashing a fence becomes a story mostly from the perspective of the manipulator,
less so from that of the manipulated. Offered as a panacea, gamification is little more
than a strategy to enhance engagement, surely effective in some instances, ineffective
in others. Players embrace games for their manifold pleasures, whereas people in
various other circumstances—frequently children, students, and workers—are lured
6
Introduction
into gamified experiences precisely because the gameless versions of these activities
traditionally require work and dedicated attention with little immediate payoff—or
perhaps because they are just simply boring. And, of course, a system predicated upon
work and dedicated attention with little immediate payoff that many denigrate as “simply
boring”—but with unparalleled long-term returns—aptly describes education.
Lest we appear to be undermining the ambitions of this book, we must interject that
we are not arguing against gamification in the literature classroom but advocating for its
purposeful and meaningful deployment. Pursuing the laudable objective of enhancing
educational outcomes, gamification’s proponents extol the potential of games to facilitate
learning, passionately arguing for their inclusion in the pedagogical realm, and games
are increasingly being introduced into the school curriculum, with the objective of
helping students to assimilate and retain their lessons. Carmine Consalvo extols the
concept of “workplay,” which “connotes the nature of not only the educational processes
it describes but also the creative organizational culture that it promotes,” positing further
that “work is being infused with new expectations and a new spirit. It is being elevated to
a new status, one that is more akin to joy and worship than inconvenience and drudgery”
(1). For instructors of literature, our classrooms are not places of inconvenience and
drudgery but of aesthetic pleasure and delight. When used well, gamification can assist
instructors in sharing such pleasure with a wide range of students.
As with any pedagogical strategy, gamifying the literature classroom should be
assessed objectively, with a steady eye to its benefits and liabilities. Of course, the purpose
of this volume is to outline key strategies for its benefits, for gamification, when done
well, can enhance students’ participation in the classroom and increase their enthusiasm
for analytical and evaluative exercises. We do not offer gamification as a panacea for dull,
listless classes, but we do offer it as an appropriate strategy, one among many others,
for engaging our students with the literary realm. In the four units of this volume—
“Theories of the Ludic and Literary Classroom,” “Video Games and Interactive Media in
the Literature Classroom,” “Gaming Identity and Ideology in the Literature Classroom,”
and “Gamifying the Literature Classroom”—our contributors discuss strategies that they
have found effective in generating productive classroom activities that capture students’
interest in and enthusiasm for the nexus of literature and game.
The first section, “Theories of the Ludic and Literary Classroom,” focuses on the
conceptual frameworks employed by instructors who address the interplay between games
and literature. In the opening chapter, “Developing and Teaching Games-Focused English
Courses: A Technological and Curricular Walkthrough,” Eric Detweiler chronicles his
experience implementing a general-education class, shepherding it through curricular
committees and overcoming technological hurdles encountered in many classrooms.
By relaying his experience, he helps other instructors plan for common issues that arise
when proposing courses at institutions without an existing game studies program. Regina
Marie Mills, too, deals with the introduction to literary studies classroom, this time from
the student perspective as she details how her course engages a diverse student profile by
teaching basic literary analysis through games, in the essay “Gaming Literature: Games
as an Accessible Entry into the Study of Literature.” Student engagement, she shows, is
7
Teaching Games and Game Studies
not guaranteed by developing a class that incorporates video games. The third chapter,
“Levelling Up: Transferring the Analytical Gaze from Print Literature to Digital Literature
and Digital Games in the Literature Classroom” features Nolan Bazinet’s experiment with
integrating games as a means of understanding and differentiating between terms for
literary and media analysis. Gaming theory and terminology can provide a new lens for
interpreting other genres. John Misak, in “Reverse-Engineering Stories in the Literature
Classroom: Linking Video Games and Traditional Narratives to Foster Critical Reading
Skills,” picks up on this need to teach analytical skills, describing his experience with
STEM students taking a required first-year composition course. Engaging students who
are not traditionally in our humanities courses is one of the benefits of using games in
the literature classroom. Moving to a much larger and entirely online audience affords
and requires a different approach, as Don Rodrigues and Jay Clayton illustrate in
“Pwning Tolkien’s Trilogy: Game Studies in a Massively Open Online Course (MOOC).”
Their experiences offer practical insights on how to handle very large class sizes and
asynchronous learning. Rounding out this unit, Mitchell Gunn argues in “How/Why We
Read/Play: Conceptualizing Reader Goals in the Game of Literature” that literature shares
much in common with games, illustrating how instructors can benefit from an approach
that applies game studies techniques to literature rather than the more common practice
of using literary analysis to understand games.
The second unit, “Video Games and Interactive Media in the Literature Classroom,”
is comprised of accounts of specific methods, texts, and games employed in a variety of
contexts. Craig Carey explains, in “Ready Player Action: Teaching Close Reading and
Critical Play in a Ludic Century,” how games like Her Story can help students grasp
close reading techniques. The parallels between reading and play allow the fields of
game studies and literature studies to mutually inform each other. In “Teaching Japanese
Video Games: Practical Strategies for Analysis and Assessment,” Ben Whaley details the
ways in which second language instruction can be enhanced by tapping into cultural
cues in target-language video games. The availability of games from cultures around
the world offers a new tool for classes that teach global understanding. Cody Mejeur
offers methods to incorporate discussion and raise awareness in “Intervening in Game
Cultures: Video Game Streams and/as Literature.” Video game streams are all too often a
space where negative narratives around race, ethnicity, gender, and sexuality proliferate,
so instructors need to be aware of these issues when planning their classes. Raising
awareness through games is also the focus of Harry Brown and Nicole Lobdell’s chapter,
“Ethical Simulation Games in the Liberal Arts Classroom: Civilization V, SimEarth,
and Sweatshop,” which uses carefully curated games to talk about such important topics
as environmental stress, consumption, wealth inequality, and the notion of progress.
The goals and win conditions for these society-building games can be considered
alongside utopian literatures to allow students to uncover what the authors term
“procedural ethics,” moving them toward a process for thinking out the incremental
impact that decisions can make in a society. In “Procedural Bibliography: A Ludoliterary
Pedagogy for Thinking Outside the Book,” Chloe Anna Milligan concludes this unit
by suggesting that instructors should pair experimental literature with video games,
8
Introduction
and thereby demonstrate to students the strong affinities these different media share.
As students begin to see “bookish games” as an alternative type of reading, they move
from understanding the “literariness” of games to creating their own digital, game-based
literature.
In the third unit, “Gaming Identity and Ideology in the Literature Classroom,”
contributors consider the ways in which issues of personal identity are mediated through
video games, as well as these games’ utility in pedagogical settings. Games allow students
to play as themselves while simultaneously inhabiting alternative identities, thus allowing
them to experience various possibilities and enactments of diversity. Natalie Neill, in
“Teaching the Iñupiaq Video Game Never Alone and/as Literature,” demonstrates the
benefits of theories of narrative adaptation through video games, using Never Alone,
the adaptation of a Native Alaskan legend, as her example. Video games, oral traditions,
and literature converge in Neill’s classroom, allowing students to consider their complex
interrelationship as related to their own sense of play and self. Jillian Sayre, in “First
Person in Translation: Gaming Perspectives on Indigenous Languages and Literature,”
sets the video game Assassin’s Creed III in conversation with early-nineteenth-century
poet Jane Johnston Schoolcraft’s poetry, theorizing the ways in which they seek to
defamiliarize their respective players and readers from the traditional perspectives of the
Western world. Using theories of translation, Sayre argues for the ability of games and
literature to communicate new possibilities of being through the practice of confronting
the previously unknown. James K. Harris, taking another look at this game in “Playing
in the Dark: Teaching Representation, Appropriation, and Identification with Assassin’s
Creed III,” analyzes its presentation of race and identity, asking provocative questions
about how its portrayals intersect with issues long germane to ethnic studies. Some
games facilitate cultural exchanges, yet the attendant ethical issues of these games
must be examined as well. In the final essay of this unit, “Constructing Subjectivities
and Teaching Otherness through the Silent Hill Series,” Katsuya Izumi compares these
video games to such literary classics as Moby-Dick and Heart of Darkness, examining the
ways in which they foreground similar questions of identity and the Other, despite their
differences in media. Many video games are based on an assumption of antagonism—
that players must mindlessly kill their enemies stands as the central premise of so many
titles—yet Izumi details the ways in which, in key moments of the Silent Hill games, the
player must confront their very selves in these encounters.
In this volume’s final unit, “Gamifying the Literature Classroom,” contributors
discuss a variety of strategies for incorporating games, but not necessarily video games,
into the literature classroom. Evan Torner, in “Film and Literature Instruction through
Live-Action Role-Play,” advocates for students not merely reading film and literature but
playing the scenarios that its characters confront—that is, to larp (live-action role-play)
them. Looking at a variety of narratives and their larping adaptations, Torner details
how larping encourages students to inhabit characters and negotiate the situations they
face—an invaluable lesson in both empathy and critical thinking. Catherine Ryu details
the ways in which poetry can be likened to a game, and thus how to engage students in
the play of poetry, in her “How to Develop Gamified Pedagogical Strategies: A Case Study
9
Teaching Games and Game Studies
of Classical Japanese Poetry in the Undergraduate Classroom.” As she writes, “Poetry
is intrinsically a meaning-making game,” and her classroom activities exploit the ludic
nature of poetry to assist students in building their understanding and interpretations of
it. For over a decade, Roger Travis has structured his classes in classical historiography
as a game, and he shares the successes achieved and obstacles overcome in “Designing
and Implementing a Roleplaying-Game-Based Course in Advanced Classical Literature:
Challenges, Benefits, and Iterations.” Roleplaying games immerse students in alternate
realities, yet present a welter of challenges for instructors who must construct all aspects
of these alternate realities. Escape rooms have exploded in popularity in recent years, and
Michelle Robinson and Marsha Penner propose the utility of this ludic structure and of
detective fiction for enhancing student instruction in their interdisciplinary intervention,
“Games We Play on Paper: Understanding the Process of Discovery through Detective
Fiction and Behavioral Neuroscience.” Collaborating from the fields of neuroscience
and literary studies, Robinson and Penner explicate the similar deductive skills required
of students of multiple disciplines. Gabi Kirilloff concludes this section with “Making
Feminist Games in the Gender Studies and Literature Classroom,” detailing how students
can create their own interactive media—either narrative games or ludic narratives—to
address critical issues of gender, identity, and culture. With the open-source platform
Twine, Kirilloff ’s students make games that thematize issues of deep personal interest
that unite with textual interpretation, in a compelling example of the intersection of
students’ creative and analytical skills. And finally, noted game studies scholar Anastasia
Salter concludes this volume with an afterword, “Confessions of a Game Scholar in an
English Department,” in which they explore the interdisciplinarity nature of games and
game studies through their experiences in moving from a Digital Media Department
to an English Department, and the resulting disciplinary questions such a transition
generates. Questions such as what is game studies, what is literature, and how do their
union in English departments reflect the shifting dynamics of both fields can never be
fully circumscribed, but Salter’s personal experiences nonetheless chart an intriguing, if
not fully determined, path forward.
Although literature and game studies bear the potential for fruitful inquiry, it should
be noted that this volume focuses on games and game studies, not on game theory.
Game studies analyzes the cultural phenomenon of games in their various incarnations,
particularly board games and video games, as well as the constituent elements of their
play and creation, whereas game theory is a mathematically based discipline analyzing
the processes by which individuals make strategic decisions, as famously illustrated in the
paradox of the prisoner’s dilemma. This school of thought has been successfully applied
to literature in such intriguing studies as Michael Suk-Young Chwe’s Jane Austen, Game
Theorist and Steven Brams’s Biblical Games: A Strategic Analysis of Stories in the Old
Testament. Nonetheless, this approach lies beyond the purview of the present volume.
Along with the essayists of this volume, we view the introduction of games and game
studies in the literature classroom optimistically, as an approach that will enhance an
appreciation for literature and literary history rather than simply supplanting it. Similar
hopes and fears were expressed when film entered the college and university curriculum,
10
Introduction
and yet the two media are now seen more as allied than as antagonistic. We predict a
similar future for literature and games, in which their commonalities inspire a deeper
understanding of their similarities and their differences. The following chapters invite
readers to join the game, already afoot for so many of our colleagues.
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