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Video Games in ELA

Explore how to engage with video games as literature with your students. This section describes youth lens, narrative-based games, and ludology.

Adolescence and the "Youth Lens"

Our deliberate selection of games featuring young-adult protagonists required a critical playthrough procedure drawing from research on adolescence as a cultural construct (e.g., Lesko, 2012) and approaches to analyzing young-adult texts like the youth lens (Petrone, Sarigianides & Lewis, 2015). The youth lens, for example, encourages readers of texts catering to young-adult audiences to analyze the ways in which dominant ideas about adolescents/ce (e.g. as being emotionally unstable, as fitting into narrow categorizations like jock/geek, as in a constant state of “becoming” until adulthood is reached, etc.) are either reinforced and/or subverted through that particular text.

Ludonarrative Harmony

Ludonarrative Analysis

Our method for critical analysis of young-adult games is inspired by conversations in game studies (e.g., Caracciolo, 2015) that use the concept of ludonarrative to address the interplay between narrativity and gameplay.

Ludonarrative Dissonance/Harmony in Young-Adult Games

Definition: When a game’s narrative and ludology intersect, you can experience either ludonarrative dissonance or harmony (Hocking, 2007). 

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Ludonarrative dissonance: When the game’s narrative is at odds with the game’s ludological features. 

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Ludonarrative harmony: When the game’s narrative is in harmony with the game’s ludological features. 

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Guiding questions to consider:

  • When considering the intersection of the game’s narrative and ludology, are there any notable dissonances or harmonies?

Narrative in Young Adult Games

Definition: A game’s narrative consists of components merging to create an emergent storyworld. From general plot, themes, and characterizations, to dialogue, game atmosphere, and music. 

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Guiding questions to consider:

  • How does the game’s narrative represent adolescent characters or youth in general?

  • What role does narrative play in reinforcing and/or subverting dominant ideas about adolescence?

  • How do components of the game such as setting, themes, and characterizations contribute to these representations?

Ludology in Young Adult Games

Definition: A game’s ludology consists of the game’s playable qualities, like game rules, game play, abilities as a player, and game world.

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Guiding questions to consider:

  • How do the game’s ludological features entrain you into performing youth in a particular way inside the game’s storyworld?

  • As you develop agency and plan strategically throughout gameplay, how is your experience of adolescence altered?

  • As you participate in the unfolding of the game’s emergent narrative and experience an embodied emergence into the game world, how are you able to actively reinforce and/or subvert dominant ideas about adolescence?

Key Readings

Caracciolo, M. (2015). Playing home: videogame experiences between narrative and        ludic interests. Narrative, 23(3), 231-251.

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Hocking, C. (2007, October). Ludonarrative dissonance in Bioshock. Click Nothing. Retrieved from https://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html

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Lesko, N. (2012). Act your age! A cultural construction of adolescence. New York: Routledge.

 

Petrone, R., Sarigianides, S. T., & Lewis, M. A. (2014). The youth lens: analyzing adolescence/ts in literary texts. Journal of Literacy Research, 46(4), 506-533.

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