Journal
Computers and Composition
Published
2020-03-01
DOI
10.1016/j.compcom.2020.102550
CompPile
Open Access
Closed
Topics
Export

Citation Context

References (87) · 12 in this index

  1. The cultural politics of emotion
  2. Happy objects
    The affect theory reader
  3. An affirmative theory of desire
    JAC
  4. Computers and Composition
  5. College Composition and Communication
Show all 87 →
  1. Queerness, multimodality, and the possibilities of re/orientation
    Composing(media) = composing(embodiment): Bodies, technologies, writing, the teaching of writing
  2. On multimodality: New media in composition studies
  3. Computers and Composition
  4. Gaming bodies: Video game corporeality in characters, players, and representations (Unpublished doctoral dissertation)
  5. The corporeal turn: At the intersection of rhetoric, bodies, and video games
    Review of Communication  
  6. Computers and Composition
  7. Participatory composition: Video culture, writing, and electracy
  8. Attention, videogames, and the retentional economies of affective amplification
    Theory, Culture, and Society  
  9. The technologies of captivation: Videogames and the attunement of affect
    Body and Society  
  10. Race, rhetoric, and technology: Searching for higher ground
  11. Meeting the universe halfway: Quantum physics and the entanglement of matter and meaning
  12. The rhetoric of video games
    The ecology of games: Connecting youth, games, and learning
  13. Persuasive games: The expressive power of videogames
  14. College English
  15. The posthuman
  16. Lingua fracta: Toward a rhetoric of new media
  17. A Deleuzian century?
  18. Playing with prejudice: The prevalence and consequences of racial stereotypes in video games
    Media Psychology  
  19. Gender trouble: Feminism and the subversion of identity
  20. Stimulated recall: A method for research on teaching
    British Journal of Educational Psychology  
  21. Storytelling as a nexus of change in the relationship between gender and technology: A fe…
    From Barbie to Mortal Kombat: Gender and computer games
  22. I am what I play and I play what I am: Constitutive rhetoric and the casual games market
    Theorizing digital rhetoric
  23. Introduction: Race and/as technology; Or, how to do things to race
    Camera Obscura  
  24. Future matters: Technoscience, global politics, and cultural criticism
    Social Text  
  25. Computers and Composition
  26. Rhetoric/ composition/play through video games: Reshaping theory and practice of writing
  27. In-depth interviews for game research
    Game research methods: An overview
  28. 30 essential skills for the qualitative researcher
  29. A new philosophy of society: Assemblage theory and social complexity
  30. Difference and repetition
  31. Negotiations: 1972-1990 (M. Joughin, Trans.)
  32. A thousand plateaus (B. Massumi, Trans.)
  33. Computers and Composition
  34. Game cultures: Computer games as new media
  35. Meta(physical) graffiti: "Getting up" as affective writing model
    JAC
  36. The new "new": Making a case for critical affect studies
    Quarterly Journal of Speech  
  37. eagreeyes. (2017, July 30). For real though devs, good job on diversity [Online forum post]. Retrieved from r…
  38. ESRB rating of Fortnite
  39. Sociology and the new materialism: Theory, research, action
  40. gameslice. (2018, June 11). Fortnite developer interview [Video file]. Retrieved from https://www.youtube.com…
  41. Stimulated recall methodology in applied linguistics and L2 research
  42. What video games have to teach us about learning and literacy
  43. Learning and games
    The ecology of games: Connecting youth, games, and learning
  44. Volatile bodies: Toward a corporeal feminism
  45. A manifesto for cyborgs: Science, technology, and socialist feminism in the 1980s
    Simians, cyborgs, and women: The reinvention of nature
  46. Gaming lives in the twenty-first century: Literate connections
  47. A counter-history of composition: Toward methodologies of complexity
  48. Reassembling postprocess: Toward a posthuman theory of public rhetoric
    Beyond postprocess
  49. How we became posthuman: Virtual bodies in cybernetics, literature, and informatics
  50. College Composition and Communication
  51. Aleatory invention and Glorious Trainwrecks’ accursed share
    Play/write: Digital rhetoric, writing games
  52. The rhetoric of videogames as embodied practice: Procedural habits
  53. Playing out identities and emotions
    Playful identities: The ludification of digital media cultures
  54. What monkeys teach us about authorship: Toward a distributed agency in digital composing …
    Kairos: A Journal of Rhetoric, Technology, and Pedagogy
  55. The unpredictability of gameplay
  56. Computers and Composition
  57. A play of bodies: How we perceive video games
  58. Computers and Composition
  59. What circulation feels like
    Enculturation: A Journal of Rhetoric, Writing, and Culture
  60. Madigan, Jamie. (2018, July 16). Fortnite’s success is due to random chance. Retrieved March 26, 2019, from T…
  61. The autonomy of affect
    Cultural Critique  
  62. Doing emotion: Rhetoric, writing, teaching
  63. Staying with emotion
    Composition Forum
  64. An unnecessary divorce: Integrating the study of affect and emotion in new media
    Composition Forum
  65. Computers and Composition
  66. Studying thoughts: Stimulated recall as a game research method
    Game research methods: An overview
  67. Ambient rhetoric: The attunements of rhetorical being
  68. Computers and Composition
  69. Gaming at the edge: Sexuality and gender at the margins of gamer culture
  70. The available means of persuasion: Mapping a theory and pedagogy of multimodal public rhetoric
  71. Ethics
  72. Non-representational theory: Space, politics, affect
  73. Character identification in World of Warcraft: The relationship between capacity and appearance
    Digital culture, play, and identity: A World of Warcraft reader
  74. Life on the screen: Identity in the age of the internet
  75. Avatar emergency
    Digital Humanities Quarterly
  76. Heuretics: The logic of invention
  77. u/RevengeOfRecyclops. (2018, February 24). Epic, please let us choose our gender for the character [Online fo…
  78. Technology as a site of struggle: The interplay of identity, morality, and power in four …
    The Review of Communication  
  79. From heuristic to aleatory procedures: or, toward ‘writing the accident’
    Inventing a discipline: Rhetoric scholarship in honor of Richard E. Young
  80. My avatar, my self: Identity in video role-playing games
  81. Virtual census: Representations of gender, race, and age in video games
    New Media & Society  
  82. Affective gaming: At the intersection of rhetoric, affect, and video games (Unpublished doctoral dissertation)