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A survey of a range of disciplines whose practitioners are venturing into the new field of digital rhetoric, examining the history of the ways digital and networked technologies inhabit and shape traditional rhetorical practices as well as considering new rhetorics made possible by current technologies
lay/Write: Digital Rhetoric, Writing, Games is an edited collection of essays that examines the relationship between games and writing – examining how writing functions both within games and the networks of activity that surround games and gameplay. The collection is organized based on the primary location and function of the game-writing relationship, examining writing about games (games as objects of critique and sites of rhetorical action), ancillary and instructional writing that takes place around games, the writing that takes place within the game, using games as persuasive forms of communication (writing through games), and writing that goes into the production of games. While not every chapter focuses exclusively on pedagogy, the collection includes many selections that consider the possibilities of using computer games in writing instruction. However, it also provides a bridge between academic views of games as contexts for writing and industry approaches to the writing process in game design, as well as an examination of a variety of game-related genres that could be used in composition courses.
"Scott Eyman, author of the New York Times bestseller JOHN WAYNE: The Life and Legend, has written an incisive, definitive biography of another great Hollywood legend, Cary Grant, drawing in part on new research into Grant's all-important early years, which permanently shaped his life"--
This volume is a timely intervention that not only helps demystify the idea of a digital dissertation for students and their advisors, but will be broadly applicable to the work of librarians, administrators, and anyone else concerned with the future of graduate study in the humanities and digital scholarly publishing. Roxanne Shirazi, The City University of New York Digital dissertations have been a part of academic research for years now, yet there are still many questions surrounding their processes. Are interactive dissertations significantly different from their paper-based counterparts? What are the effects of digital projects on doctoral education? How does one choose and defend a dig...
Explores the wide range of scholarship on revision while bringing new light to bear on enduring questions in composition and rhetoric.
What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.
Volumes in Writing Spaces: Readings on Writing offer multiple perspec- tives on a wide-range of topics about writing. In each chapter, authors present their unique views, insights, and strategies for writing by ad- dressing the undergraduate reader directly. Drawing on their own ex- periences, these teachers-as-writers invite students to join in the larger conversation about the craft of writing. Consequently, each essay func- tions as a standalone text that can easily complement other selected readings in writing or writing-intensive courses across the disciplines at any level.
Within the digital humanities, rhetoric has emerged as a nexus of incredible innovation, and "Rhetoric and the Digital Humanities" provides extensive and much-needed guidance on how the theories and methodologies of rhetorical studies can be marshaled in highly successful ways to enhance all work in digital humanities. In addition to an insightful introduction from the editors, the book offers essays from leading scholars in a variety of disciplines, organized into three tightly focused sections. The first consists of seven chapters that define field connections between rhetoric and the digital humanities. The second section offers six chapters focused on research methodology. And the third presents ten chapters offering forward-looking recommendations on pathways for exploring interdisciplinary trajectories between rhetorical studies and the digital humanities. This timely edited collection will do much to promote and strengthen interdisciplinary collaborations in the digital humanities.