Journal
Computers and Composition
Published
2022-03-01
DOI
10.1016/j.compcom.2022.102693
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Cited by in this index (1)

  1. Computers and Composition

References (78) · 9 in this index

  1. Cybertext: Perspectives on ergodic literature
  2. On multimodality: New media in composition studies
  3. Computers and Composition
  4. Computers and Composition
  5. Rhetorical humanism vs. object-oriented ontology: The ethics of Archimedean points and levers
    SubStance  
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  1. College Composition and Communication
  2. On rhetoric
  3. Poetics
  4. Meeting the universe halfway: Quantum physics and the entanglement of matter and meaning
  5. Posthumanist performativity: Toward an understanding of how matter comes to matter
    Signs  
  6. A grammar of motives
  7. Persuasive games: The expressive power of videogames
  8. Unit operations: An approach to videogame criticism
  9. Writing space: The computer, hypertext, and the history of writing
  10. Multimodal literacies and emerging genres
  11. Rhetoric as posthuman practice
  12. Computers and Composition
  13. Lingua Fracta: Towards a rhetoric of new media
  14. Gender trouble: Feminism and the subversion of identity
  15. The hero with a thousand faces
  16. The book of memory: A study of memory in medieval culture
  17. Chess for girls: Feminism and computer games
    From Barbie to Mortal Kombat: Gender and computer games
  18. Ludic snags
    Rhetoric/composition/play through video games: Reshaping theory and practice of writing
  19. The ethics of playing, researching, and teaching games in the writing classroom
  20. Rhetoric/composition/play through video games: Reshaping theory and practice of writing
  21. The practice of everyday life
  22. Chora L works
  23. Composing for recomposition: Rhetorical velocity and delivery
    Kairos
  24. Computer games and technical communication: Critical methods and applications at the intersection
  25. Computers and Composition
  26. Digital rhetoric: Theory, method, practice
  27. Play/write: Digital rhetoric, writing, games
  28. Computers and Composition
  29. What video games have to teach us about learning and literacy
  30. Still life with rhetoric: A new materialist approach for visual rhetorics
  31. The creation of narrative in table-top role-playing games
  32. Queer gaming: Gaming, hacking, and going turbo
    Queer game studies
  33. A cyborg manifesto: Science, technology, and socialist-feminism in the late twentieth century
    Simians, cyborgs and women: The reinvention of nature
  34. My mother was a computer: Digital subjects and literary texts
  35. High wired: On the design, use, and theory of educational MOOs
  36. The Pokemon Go phenomenon: Essays on public play in contested spaces
  37. Emergence: From chaos to order
  38. The rhetoric of games as embodied practice: Procedural habits
  39. Inter/vention: Free play in the age of electracy
  40. MOOniversity: A student's guide to online learning environments
  41. The odyssey
  42. Game design as narrative architecture
    The game design reader: A rules of play anthology
  43. Computers and Composition
  44. The open and the closed: Game of emergence and games of progression
    Computer Games and Digital Cultures Conference Proceedings
  45. Half-real: Video games between real rules and fictional worlds
  46. Literacy in the new media age
  47. Revolution in poetic language
  48. The electronic word: Democracy, technology, and the arts
  49. Interactive storytelling for video games: A player-centered approach to creating memorable characters and stories
  50. The image of the city
  51. Interaction and narrative
    The game design reader: A rules of play anthology
  52. Qualitative content analysis
    Forum: Qualitative Social Research
  53. Game work: Language, power, and computer game culture
  54. Rhetorical delivery and digital technologies: Networks, affect, electracy
  55. Hamlet on the holodeck
  56. Orality and literacy: The technologizing of the word
  57. Qualitative research and evaluative methods
  58. Timaeus, Critias, Cleitophon, Menexenus, Epistles
  59. Computers and Composition
  60. Rhetoric Society Quarterly
  61. Ambient rhetoric: The attunement of rhetorical being
  62. At play in the fields of writing: A serio-ludic rhetoric
  63. Emotional and strategic conceptions of space in digital narratives
    Interactive digital narrative: History, theory, and practice
  64. Beyond myth and metaphor: The case of narrative in digital media
    Game Studies
  65. The available means of persuasion: Mapping a theory and pedagogy of multimodal public rhetoric
  66. Beyond the makerspace: Making and relational rhetorics
  67. Toward a composition made whole
  68. Basics of qualitative research: Grounded theory, procedures, and techniques
  69. Games, life, and utopia
  70. A general inductive approach for analyzing qualitative evaluation data
    American Journal of Evaluation  
  71. Rhetoric and the Rising Sun: The emergence of the war-brother topos
    The game culture reader
  72. Internet invention: From literacy to electracy
  73. Heuretics: The logic of invention