• Twine Game

    Author(s):
    Sarah Einstein, Matthew Vetter
    Editor(s):
    Anne Cong-Huyen
    Date:
    2020
    Subject(s):
    Identity (Psychology), Electronic games
    Item Type:
    Course Material or learning objects
    Tag(s):
    DPiH, DPiH Gender, DPih Course Material or learning objects, Practice, Tool, Scaffolded, Digital pedagogy, Identity, Composition, Collaboration, Gaming
    Permanent URL:
    http://dx.doi.org/10.17613/q117-zy49
    Abstract:
    Curatorial note from Digital Pedagogy in the Humanities: This group project asks students to create a choose-your-own-adventure game that engages “gender politics, identity, and narrative in the writing classroom” using Twine. Students propose an original game addressing a gender studies issue, perform research, then develop the game. The purpose of the assignment is to create a narrative that reveals the complex, potential dangers of gender-related issues in a navigable text where players can make choices and reach different outcomes. This assignment can also be adapted to a range of gender studies topics including trans narratives, which are exemplified in the work of Merritt Kopas, who curated such a selection in TransWomen and the New Hypertext, and genre narratives, as anna anthropy has demonstrated with her queer horror and science fiction twine games http://www.auntiepixelante.com/games/.
    Notes:
    This deposit is part of Digital Pedagogy in the Humanities. Digital Pedagogy in the Humanities is a peer-reviewed, open-access publication edited by Rebecca Frost Davis, Matthew K. Gold, Katherine D. Harris, and Jentery Sayers, and published by the Modern Language Association. https://digitalpedagogy.hcommons.org/.
    Metadata:
    Status:
    Published
    Last Updated:
    3 years ago
    License:
    Attribution-NonCommercial
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