Abstract
In an era of continuous digitalization, teachers turn to new technology in order to adapt to the universe of their students, to remain relevant in this constant change of interests. Students are motivated by elements of popular culture, being constantly exposed to an environment that is rich in information and textual patterns. And yet, what is the connection between literature and video games? Is there such a connection in the first place? Students need guidance when it comes to developing their literary skills of analysis and communication, as well as literary thinking. Hours dedicated to integrating video games in our educational environment corresponds to students’ passions, highlighting one of their major interest, represented by entertainment in a virtual environment. We can all see this happening when it comes to our students. They can be easily absorbed by any kind of virtual reality that may encounter, but it is so hard to get the same reaction from them when it comes to a classical way of teaching. Until now, reading competences and literary skills were applied to books. But the same skills can be applied to many other mediums in which storytelling plays out the main role, such as comics, movies, and video games. Video games have evolved from a simple means of entertainment to a tool of deep quality learning. Often, students feel that they are a more significant part of a story within a video game that in the environment created by books. Let’s face it! Students love to play, but sometimes they hate to read, especially when they feel forced to do so. The need for teachers to examine video games as literature starts from students’ lack of interest in reading, which comes from the way they lived their lives until now, growing up spending more time playing video games than reading books. This is a reality that we do not only need to accept, but also to adapt to it and to make the best out of it. But how can we use video games to teach literature and develop the analytical skills of our students?
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