New Approach to Reading Videogames as Story

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A01=Thomas Rowland
Author_Thomas Rowland
Category=DSA
Category=DSBH
Category=JBCT
Category=JNU
Category=NH
Category=YPCA9
classroom pedagogy
Decadence
digital humanities
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
integrating games in education
interactive fiction analysis
literary
ludology
media literacy
narrative theory
New Approach
reading
story
Thomas Rowland
Videogames
Virtual Cathedrals

Product details

  • ISBN 9781032302584
  • Weight: 600g
  • Dimensions: 152 x 229mm
  • Publication Date: 26 Jan 2026
  • Publisher: Taylor & Francis Ltd
  • Publication City/Country: GB
  • Product Form: Hardback
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This book introduces a new methodology for understanding videogames, with particular attention to three types of videogames: toy-games, storybook games, and ludonarratives. This methodology pulls from phenomenological and deconstructionist roots, informed by medieval studies and the history of reading, to emphasize how important playing stories can be as a form of narrative. This book explores the idea of storyplaying in connection with new ideas on intromersive movement, game mechanics, and sacred play to develop a typology of videogames that will enable critics, educators, and theorists to situate videogames within a broad continuum of literary history.

Building on this foundation, this book continues by exploring additional facets of this methodology by exploring the relationship between videogames and film criticism, the emerging art world of game-mediated photography, the various economies constructed around videogames, the potential of games to serve as third places, and some suggestions for videogames in the classroom. These ideas are contextualized by the author’s argument that videogames serve a purpose akin to the original function of medieval cathedrals, as intentional virtual spaces with dedicated (and important) meditation, which, given today’s decadent cultural and political climate, underscores the urgency of recognizing videogames as being vital to our scholarly and educational enterprises.

Thomas Rowland is an independent scholar working on videogames and the history of reading.

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