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The course goal is to give students insight into a crucial role of games and play in psychology and culture. Most
notably, emphasis is taken on videogames as a most recent game form creating the complex computer mediated
environments (virtual worlds). The course consists of three meetings which provide both theoretical framework and
practical illustrations (parts of documentary movies, products of player subcultures etc.) concerning given topics.
The illustrations will then become a subject of discussion. Successful course completion requires writing of
seminar paper. The paper’s topic should be based on observation or experiencing the play in a chosen context
(e.g. video game, play in therapy, sport, theater, child’s play). Following theoretical parts of lectures, the content of
the work has to analytically deconstruct playing process (genre of game or play, potential play styles/player types,
structure, dynamics, motivation, flow experience etc.).
Poslední úprava: SKALOVA/PEDF.CUNI.CZ (19.02.2016)
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Literature:
Caillois, R. (1961). Man, Play and Games. New York: Schocken Books. Csikszentmihalyi, M. (1990). Flow: The Psychology of Optimal Experience. New York: Harper and Row. Fink, E. (2012). Oasis of happiness: Thoughts toward an ontology of play (Moore, I. A. & Turner, C.,Trance.). Purlieu: A Philosophical Journal 1 (4), 20-42. (Original work published 1957). Huizinga, J. (1950). Homo Ludens. Boston: Beacon Press. Juul, J. (2006). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: The MIT Press. Millar, S. (1968) The Psychology of Play. Baltimore: Penguin Books. Salen, K., & Zimmerman, E. (2003). Rules of Play. Cambridge, MA: The MIT Press. Sutton-Smith, B. (2001). The Ambiguity of Play. Cambridge, MA: Harward University Press. Poslední úprava: SKALOVA/PEDF.CUNI.CZ (19.02.2016)
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The first lecture Theory - theoretical approaches towards psychology of games and play - definitions and conceptions (historical and present) - function of play and games
Seminar and discussion - is game purposeless or functional - play vs. work - virtual vs. real world - digital games vs. traditional games
The second lecture Theory - play styles - player types and motivation - classification of games and play - rhetorics of play
Seminar and discussion - why do we play games - "gamification" and professionalization - player subculture
The third lecture: - game structure (rules) - game dynamics (strategies) - game esthetics (experience and emotions) - flow experience and immersion
Seminar and discussion - how do we experience games - how do we strategize - impacts of games and play in the context of everyday life Poslední úprava: Hrabec Ondřej, Mgr., Ph.D. (25.02.2016)
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