A 5-7+ page (minimum) inquiry-driven, research-based essay, plus a works cited p

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A 5-7+ page (minimum) inquiry-driven, research-based essay, plus a works cited p

A 5-7+ page (minimum) inquiry-driven, research-based essay, plus a works cited page.
You will use this as a starting point:  Proposal: Integrating Videogame Literature into Humanities Education
What:
The proposed project seeks to integrate videogame literature into humanities curricula to explore its potential in enhancing students’ critical thinking, cultural analysis, and multi-modal literacy. Inspired by recent scholarly discourse, this project will focus on video games not just as entertainment but as complex texts that intersect with cultural, social, and economic narratives.
How:
The implementation will involve curating a series of video games that are accessible and representative of diverse narratives and mechanics. Selections will include games like “The Beginner’s Guide,” “A Dark Room,” and “Gone Home,” each chosen for their narrative depth and minimal technical demands, ensuring accessibility for all students regardless of their gaming background or access to advanced hardware​. Faculty will be trained to guide discussions and analysis, drawing from methodologies used in traditional literary studies but also incorporating unique aspects of video game design and interaction. The project will employ a digital classroom where students can play, analyze, and discuss these games both in-person and online.
Why:
Video Games, as part of a larger textual ecology, offer a unique window into contemporary culture and artistic expression. They provide narratives that often intersect with important societal issues—gender, race, and identity—offering a rich ground for academic inquiry​ (IUP Blogs)​. Video Game literature enhances understanding of narrative structures, character development, and thematic expression across media. It also fosters a deeper engagement with the digital environment that is increasingly relevant in today’s world.
Research Done:
Extensive review of existing academic discussions around video games in humanities, including analyses of how games serve as both cultural critiques and artistic works​. Consultation with digital humanities scholars has highlighted the importance of including interactive and procedural media in academic settings to broaden the traditional literary canon.
Possible Directions:
The project could expand to include a comparative analysis of traditional texts and their videogame counterparts, exploring how narrative techniques differ and overlap across media. Another direction could involve students designing their own game-based narratives, applying literary theories and cultural criticism to create interactive stories that reflect their understanding of the material. By integrating videogame literature into humanities education, we aim to broaden the scope of literary and cultural studies, making them more inclusive of the media forms prevalent in today’s digital age. This approach not only diversifies the academic landscape but also prepares students for critical engagement with all forms of media.
Use this link as a source as well, but not the only source: https://iblog.iup.edu/thisprofessorplays/2018/06/10/why-videogames-should-matter-to-the-humanities/

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