Common chapter traits
- Citations to external sources
- Centered on a theme (which is the title)
- Generally something that can apply to other media
- Games frame/articulate themes
- Uses video games as examples
- Some of these games are obscure
- Some of the themes only appear in these particular examples
- Some thematic introduction
- Some conclusion
Traits of memorable/effective chapters
- Easily-applicable principle (visible in "Transit")
- Inventive concept (visible in "Transit")
- Use of better-known games (visible in "Transit")
- Clear in-game examples of topic (visible in "Empathy")
- Coherence between title and content (visible in "Empathy")
- Counterexamples (visible in "Kitsch")
- Connection to other media (visible in "Texture")
Chapter audience and tone - Media criticism?
- Novelistic?
- A list of things video games can do
- Which is an implicit argument for their legitimacy
- Some expectations of background knowledge
- Easter eggs?
- Discussion of art movements
- Is this preaching to the choir?
Possible topics - Humor/Comedy
- Craft
- History
- Gender/Feminism/Empowerment/Equality
- Patriarchy
- Management
- Mortality/Consequence/Danger/Undeath
- Education
- Risk/Choice?
- Projection (personal, in the sense of an avatar)
- Competition
- Probing (figuring out rules/physics of a system)
- Armageddon/Eschatology
- Morality
- Maturation
- Race (and analogy)
- Meditation/Theology/Partisanship
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