Journal
Computers and Composition
Published
2018-12-01
DOI
10.1016/j.compcom.2018.07.001
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Citation Context

Cited by in this index (6)

  1. Computers and Composition
  2. IEEE Transactions on Professional Communication
  3. Computers and Composition
  4. Computers and Composition
  5. Computers and Composition
Show all 6 →
  1. Rhetoric Review

References (44) · 8 in this index

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  4. Play anything: The pleasure of limits, the uses of boredom, & the secret of games
  5. The rhetoric of videogames
    The ecology of games: Connecting youth, games, and learning
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  1. Philosophy & Rhetoric
  2. Habitual new media: Updating to remain the same
  3. Computers and Composition
  4. Wearable computing, wearable composing: new dimensions in composition pedagogy
    Computers and Composition
  5. Creative misuse as resistance: Surveillance, mobile technologies, and locative games
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  7. What video games have to teach us about learning and literacy
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  10. Hernandez, Patricia. (2016). Pokémon GO player says he put magikarp in the white house to send a message. Kot…
  11. Developing and extending gaming pedagogy: Designing a course as a game
    Rhetoric/composition/play through videogames: Reshaping theory and practice of writing
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  13. Homo Ludens
  14. Rhetoric Society Quarterly
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  16. Four ways to teach with video games
    Currents in Electronic Literacy
  17. Software takes command
  18. Pokémon GO: Entering the ludic society
    Mobile Media & Communication  
  19. Conspicuous computing; or if there are users there must be pushers
    Canadian Medical Association Journal
  20. Computers and Composition
  21. A pedagogy of multiliteracies: Designing social futures
    Harvard Educational Review  
  22. Identity performance in role playing games
    Computers and Composition
  23. Writing is a technology that restructures thought
    The Written word: Literacy in transition
  24. College Composition and Communication
  25. Introduction
    The Rhetorics of display
  26. Suasive iterations: Rhetoric, writing, and physical computing
  27. Rules of play: Game design fundamentals
  28. Multiliteracies for a digital age
  29. The politics of the interface: Power and its exercise in electronic contact zones
    CCC
  30. Health experience model of personal informatics: The case of a quantified self
    Computers in Human Behavior  
  31. Computers and Composition
  32. Reality has always been augmented: Play and the promises of Pokemon GO
    Mobile Media & Communication  
  33. Playing with play: Machinima in the classroom
    Play/Write: Digital rhetoric, writing, games
  34. Through glass: Reframing technical communication practices via Google Glass
    Intercom
  35. Journal of Technical Writing and Communication
  36. The theory of the leisure class
  37. Coding literacy: How computer programming is changing writing
  38. Literacy in Composition Studies
  39. Petals of a wet, black bough: Textuality, collaboration and the new essay
    Passions, pedagogies, and 21st century technologies