Skip to main content.

Academic Articles

Sculptures and Avatars: Mediating of the Memory of Odissi Dance


Shreelina Ghosh

A Building that Recalls: Memory, Housing, and Politics of Living On

Trevor Hoag

“What shall I say about that universal treasure-house, the memory?”

-- Cicero, On the Ideal Orator (61)

Deletion and Damnatio Memoriae: Theses on the Eventfulness of Forgetting

Bradford Vivian

1. Deletion has emerged as the signature trope of forgetting in the digital age.

Whose Literacy Is It Anyway? Examining a First-Year Approach to Gaming Across Curricula

Whose Literacy Is It Anyway? Examining a First-Year Approach to Gaming Across Curricula

Jonathan Alexander

Elizabeth Losh

The University of California, Irvine

The Avatar that therefore I Am (Following)


“It was really frustrating,” “I was annoyed,” “I dislike Second Life,” “Hell.” –Student Responses to Second Life, “Second Life: An Interactive Qualitative Analysis”

“The word ‘game’ can lead you astray: when I say ‘game,’ I mean a set of rules by which truth is produced.” –Michel Foucault, Ethics: Subjectivity and Truth

Computer Games Across the Curriculum: A Critical Review of an Emerging Techno-Pedagogy

In helping students become critically engaged in the world and able to communicate effectively, instructors invariably teach a variety of literacies in any classroom.

Four Ways to Teach with Video Games

Educators have long been receptive to the educational potential of new technologies and teaching methods. Several excellent arguments for innovation can be found in a 1930 article titled "Educating the Twentieth-Century Youth," which advocates the use of new media like "[t]he stereograph, the stereopticon slide, the motion picture, and the radio," citing changing expectations from students, the advantages of experiential learning, and new realities of global politics and commerce (Dorris 77).