‘Creepers in the Classroom’: Emphasising the Poetic Power of Videogames

Videogames can occupy the same space in classrooms as novels and poems do, but this is rarely reflected in the critical literature. Instead, videogames are positioned as a means to an end – a trojan horse to trick students into accepting something they would otherwise resist. Well-intentioned educators debate the merits of running Fortnite-themed exercise camps or whether Minecraft might be used to re-engage readers with Swallows and Amazons, which is proving amazonly hard for modern children to swallow (considering this text’s picnic-hamper-colonialism, maybe this isn’t a bad thing). However, if researchers could entertain the possibility that playing Fortnite has autotelic value, they could explore the aesthetic experiences elicited by Fortnite and illuminate how the text works on the player.

Read More