Research

Narrative at Play: Video Games in the Literature Classroom

Narrative at Play: Video Games in the Literature Classroom

Narrative at Play: Video Games in the Literature Classroom

By Kaya de Ruiter

Abstract

“This study aims to argue the literariness of video games through the use of a literature study and Case study. In the first chapter, this dissertation discusses what literature is and can do as well as how videogames fit in as a literary text. The second chapter is an account of the Case study. A four vwo class was taught to identify the intrinsic elements of literature (plot, theme, characters and setting) in the video game Emily is Away. The lessons aim to broaden the students' definition of literature and teach them to analyse a video game as a literary text by discussing the intrinsic elements of literature. In the third chapter, the use of video games in classrooms will be explored including what a teacher should consider while choosing a videogame. In this research, I aim to answer the question: How can video games, as a type of literature, be used in the classroom? My hypothesis that video games can be used in literature classes similar to how novels and short stories are used in lessons was confirmed through the case study. Students were able to analyze video games, which are narrative-based, similar to how novels are analyzed.”

Reference

Ruiter, K. (2022, July 19). Narrative at play: Video games in the literature classroom. Retrieved September 30, 2022, from https://theses.ubn.ru.nl/handle/123456789/13106

Keyword

Gamification, game-based learning, self-determination theory, protagonist, research