Engagements with Literary Gaming

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A01=Lynn Ramey
A01=Tison Pugh
adaptation
Author_Lynn Ramey
Author_Tison Pugh
Borderlands
Category=DSA
Category=DSB
Category=JBCT
Category=NH
Children's Literature and Children's Games
comparative literature
eq_bestseller
eq_biography-true-stories
eq_history
eq_isMigrated=1
eq_isMigrated=2
eq_new_release
eq_nobargain
eq_non-fiction
eq_society-politics
game studies
Gender and Sexuality
Harry Potter
Hogwarts Legacy
identity representation
Legend of Zelda
literary gaming
literature and culture
Ludology or Ludonarratology
ludonarratology
media studies
narrative structure
narrative structure in digital games
narrative theory
Narratology
pedagogy
race
Super Mario Bros
transmedia storytelling
Twine
Virtual Worlds
virtual worlds analysis
Wizard of Oz

Product details

  • ISBN 9781032865638
  • Weight: 320g
  • Dimensions: 156 x 234mm
  • Publication Date: 17 Apr 2026
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Paperback
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How is literature like a game, and how are games like literature? Engagements with Literary Gaming examines the cultural significance of these two converging forms, defining the concept of literary gaming for a new narrative, ludic, and media landscape.

Narratives have long featured ludic themes, and games are increasingly incorporating narrative structures. As a critical concept, ludonarratology encourages readers and players to consider the meanings behind ludic stories and narrative games. This book begins by examining the “rules” of narratives and games, looking at their shared foundations as well as stressing the impossibility of rules for literature but their necessity for games. The authors address key issues in ludonarrative studies, including adaptations; issues of personal identity, with particular focus on race, ethnicity, gender, and sexuality; children’s literature, games, and media; and virtual worlds. The authors offer accessible and engaging case studies throughout, including ones focusing on the Super Mario Bros. franchise, J.K. Rowling’s Harry Potter series, the videogame Hogwarts Legacy, L. Frank Baum’s The Wizard of Oz, and The Legend of Zelda video games. The book concludes with invaluable insights into the state of literary games and ludic narratives and possible future directions, as well as the roles of readers/players in effecting these new visions.

By illuminating the shared foundations of these engrossing pastimes, this stimulating and practical guide is an invaluable resource for students and instructors of literature, film, and games studies.

Tison Pugh is Pegasus Professor of English at the University of Central Florida, USA. His publications include Chaucer’s Losers, Nintendo’s Children, and Other Forays in Queer Ludonarratology (2019) and Literary Studies: A Practical Guide (with Margaret E. Johnson, 2013).

Lynn Ramey is Professor of French and of Cinema and Media Arts at Vanderbilt University, USA. She is the co-editor of Teaching Games and Game Studies in the Literature Classroom (with Tison Pugh, 2022), which was awarded Honorable Mention for the 2023 Teaching Literature Book Award.

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