Description
In addition to being the title of Michael Clune’s memoir or a theory in the hands of McKenzie Wark, video games have now invaded social space—and, therefore, our literary imaginations—in a way that would have been unthinkable 30 years ago. And yet, how do we write about games? About the experience both of playing these aesthetic objects and living in an arguably gamified world with the same intensity, curiosity, and rigor that we might otherwise bring to any centuries-old ekphrastic attempt? In this course, we will query the limits, techniques, and new forms of nonfiction writing made possible through video games, taking the anthology Critical Hits: Writers Playing Video Games as a springboard for our own experiments through short exercises and workshop. We will focus on the interplay between social position and form where, rather than an escape, video games pose new questions of difficulty in prose and in life. No experience playing video games will be required, though this will certa