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Integrating interactive fiction and walking simulators into composition curricula transforms traditional writing instruction by shifting the focus from static essays to the creation of immersive, narrative-driven digital environments. This pedagogical framework posits that game design serves as a potent vehicle for developing multimodal literacy, technical proficiency, and complex rhetorical strategies. By utilizing accessible platforms such as Twine or Ink, students engage in experiential, project-based learning that requires them to synthesize narrative structure with spatial worldbuilding and basic programming logic.
The primary objective of this approach is to foster critical thinking by requiring students to construct interactive arguments within virtual spaces. Rather than relying on linear composition, this method encourages students to navigate the technical and creative challenges of game development, which in turn enhances their ability to communicate effectively in digital mediums. The curriculum emphasizes self-driven learning, collaborative workshopping, and iterative design, ensuring that students gain both narrative awareness and practical coding skills.
This educational model is highly scalable and technically accessible, making it suitable for diverse classroom settings. By moving beyond conventional writing assignments, educators can provide students with a more engaging, student-centered experience that mirrors the demands of contemporary digital communication. Ultimately, the integration of game design into the composition classroom successfully bridges the gap between traditional literacy and the technical requirements of the modern information age, equipping students with the versatile skills necessary to navigate and contribute to increasingly interactive media landscapes.
Journal of Games Criticism · 2025