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Video games, contributors to Rhetoric/Composition/Play assume, can be not only productive to play, but can greatly enhance learning-specifically reading, writing, and critical thinking-in myriad ways. The collection explores games as rhetorical objects, as texts equally as sophisticated as their media counterparts (films and books), and as foundations on which a classroom curriculum can be built. Scholars in this volume investigate video games' theoretical and applied dimensions, offering innovative ways to enhance composition-rhetoric scholarship and teaching through the study of games, gamers, and gaming culture.
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