technologies for knowledge production, diffusion, and reception

Gaming

It has often been observed that film is the narrative genre of our generation. Ryan (2005) also points out that many game spaces have a narrative component, and ponders whether particular game forms–Massively Multiplayer Online Role-Playing Games, for example–will eventually win over the sorts of audiences that are traditionally attracted to literary fiction and film. Ryan’s query has relevance for educators: Might game spaces with a narrative component provide a catalyst for critical thinking not unlike fiction or film? Might gaming, often deemed a deterrent to reading, in fact provide a segue to fiction, particularly for reluctant readers? How might games requiring participants to write themselves into the narrative extend literary engagement?

In the next two weeks we’ll take a look at the “poles” of digital narrative described by Ryan, beginning with gaming and moving to e-literature. You may post your thoughts on the ideas posed above, the presentations we attended on Monday, the readings we’ll be taking up in class next week, or any other topic related to gaming.

October 27, 2009   22 Comments