-
Allen (2018)
College Composition and Communication
-
(1991)
On rhetoric
-
(1997)
Poetics
-
Barad (2007)
Meeting the universe halfway: Quantum physics and the entanglement of matter and meaning
-
Barad (2003)
Posthumanist performativity: Toward an understanding of how matter comes to matter
-
Burke (1969)
A grammar of motives
-
Bogost (2007)
Persuasive games: The expressive power of videogames
-
Bogost (2006)
Unit operations: An approach to videogame criticism
-
Bolter (1991)
Writing space: The computer, hypertext, and the history of writing
-
(2013)
Multimodal literacies and emerging genres
-
Boyle (2018)
Rhetoric as posthuman practice
-
Brock et al. (2016)
Computers and Composition
-
Brooke (2009)
Lingua Fracta: Towards a rhetoric of new media
-
Butler (1990)
Gender trouble: Feminism and the subversion of identity
-
Campbell (1968)
The hero with a thousand faces
-
Carruthers (2008)
The book of memory: A study of memory in medieval culture
-
Cassell (2000)
Chess for girls: Feminism and computer games
From Barbie to Mortal Kombat: Gender and computer games
-
Colby (2013)
Ludic snags
Rhetoric/composition/play through video games: Reshaping theory and practice of writing
-
(2021)
The ethics of playing, researching, and teaching games in the writing classroom
-
(2013)
Rhetoric/composition/play through video games: Reshaping theory and practice of writing
-
de Certeau (1984)
The practice of everyday life
-
Derrida (1997)
Chora L works
-
DeVoss (2009)
Composing for recomposition: Rhetorical velocity and delivery
Kairos
-
(2014)
Computer games and technical communication: Critical methods and applications at the intersection
-
Euteneuer (2018)
Computers and Composition
-
Eyman (2015)
Digital rhetoric: Theory, method, practice
-
(2016)
Play/write: Digital rhetoric, writing, games
-
Gallagher (2018)
Computers and Composition
-
Gee (2003)
What video games have to teach us about learning and literacy
-
Gries (2015)
Still life with rhetoric: A new materialist approach for visual rhetorics
-
Grouling Cover (2010)
The creation of narrative in table-top role-playing games
-
Halberstam (2017)
Queer gaming: Gaming, hacking, and going turbo
Queer game studies
-
Haraway (1991)
A cyborg manifesto: Science, technology, and socialist-feminism in the late twentieth century
Simians, cyborgs and women: The reinvention of nature
-
Hayles (2005)
My mother was a computer: Digital subjects and literary texts
-
(2002)
High wired: On the design, use, and theory of educational MOOs
-
(2019)
The Pokemon Go phenomenon: Essays on public play in contested spaces
-
Holland (1998)
Emergence: From chaos to order
-
Holmes (2017)
The rhetoric of games as embodied practice: Procedural habits
-
Holmevik (2012)
Inter/vention: Free play in the age of electracy
-
Holmevik (2000)
MOOniversity: A student's guide to online learning environments
-
Homer (1996)
The odyssey
-
Jenkins (2006)
Game design as narrative architecture
The game design reader: A rules of play anthology
-
Jiang (2020)
Computers and Composition
-
Juul (2002)
The open and the closed: Game of emergence and games of progression
Computer Games and Digital Cultures Conference Proceedings
-
Juul (2005)
Half-real: Video games between real rules and fictional worlds
-
Kress (2003)
Literacy in the new media age
-
Kristeva (1984)
Revolution in poetic language
-
Lanham (1993)
The electronic word: Democracy, technology, and the arts
-
Lebowitz (2011)
Interactive storytelling for video games: A player-centered approach to creating memorable characters and stories
-
Lynch (1960)
The image of the city
-
Mateas (2006)
Interaction and narrative
The game design reader: A rules of play anthology
-
Mayring (2000)
Qualitative content analysis
Forum: Qualitative Social Research
-
McAllister (2004)
Game work: Language, power, and computer game culture
-
Morey (2016)
Rhetorical delivery and digital technologies: Networks, affect, electracy
-
Murray (1998)
Hamlet on the holodeck
-
Ong (1982)
Orality and literacy: The technologizing of the word
-
Patton (2002)
Qualitative research and evaluative methods
-
(1929)
Timaeus, Critias, Cleitophon, Menexenus, Epistles
-
Porter (2009)
Computers and Composition
-
Pruchnic et al. (2011)
Rhetoric Society Quarterly
-
Rickert (2013)
Ambient rhetoric: The attunement of rhetorical being
-
Rouzie (2005)
At play in the fields of writing: A serio-ludic rhetoric
-
Ryan (2015)
Emotional and strategic conceptions of space in digital narratives
Interactive digital narrative: History, theory, and practice
-
Ryan (2001)
Beyond myth and metaphor: The case of narrative in digital media
Game Studies
-
Sheridan (2012)
The available means of persuasion: Mapping a theory and pedagogy of multimodal public rhetoric
-
Shivers-McNair (2021)
Beyond the makerspace: Making and relational rhetorics
-
Shipka (2011)
Toward a composition made whole
-
Strauss (1990)
Basics of qualitative research: Grounded theory, procedures, and techniques
-
Suits (2005)
Games, life, and utopia
-
Thomas (2006)
A general inductive approach for analyzing qualitative evaluation data
American Journal of Evaluation
↗
-
Thompson (2013)
Rhetoric and the Rising Sun: The emergence of the war-brother topos
The game culture reader
-
Ulmer (2003)
Internet invention: From literacy to electracy
-
Ulmer (1994)
Heuretics: The logic of invention