SubjectsSubjects(version: 978)
Course, academic year 2025/2026
   
Video Games as a Sociocultural Phenomenon - AISE00022
Title: Video Games as a Sociocultural Phenomenon
Guaranteed by: Institute of Information Studies and Librarianship (21-UISK)
Faculty: Faculty of Arts
Actual: from 2016
Semester: winter
Points: 0
E-Credits: 6
Examination process: winter s.:
Hours per week, examination: winter s.:2/0, Ex [HT]
Capacity: unknown / unknown (18)
Min. number of students: unlimited
4EU+: no
Virtual mobility / capacity: no
Key competences:  
State of the course: not taught
Language: English
Teaching methods: full-time
Level:  
Is provided by: ANM50547
Note: can be fulfilled in the future
Guarantor: doc. Mgr. Vít Šisler, Ph.D.
Class: Exchange - 14.2 Sociology
Exchange - 14.7 Anthropology
Exchange - 15.9 Others-Commun. & Inform. Sciences
Schedule   Noticeboard   
Annotation -
TUESDAY 4:40 p.m. - 6:10 p.m., Jinonice, Room No.: 2067
The course starts Oct 6, 2015.

Video games are popular mainstream media and constitute socially and economically important leisure time activity. Today, games penetrate broad segments of society, regardless of age, occupation or gender. This course will deal with video games from the cultural, social, and political perspectives. It will specifically examine how games are developed, consumed, and utilized by different actors and in different social contexts. The topics will cover history of videogames, theoretical analysis of gameplay, development of games, cultural representation in games, relations between video games and politics, as well as advergaming and newsgaming.
Last update: SISLV1AF (30.09.2015)
Literature

AARSETH, ESPEN (1993). Cybertext: perspectives on ergodic literature. Baltimore, Md.: Johns Hopkins University Press.
BOGOST, IAN (2006). Unit operations: an approach to videogame criticism. Cambridge, MA: The MIT Press.
BOGOST, IAN (2007). Persuasive Games: The Expressive Power of Videogames. Cambridge: The MIT Press.
CRAWFORD, CHRIS (2003). Chris Crawford on game design. Indianapolis, Ind.: New Riders.
DONOVAN, TRISTAN (2010). Replay: the History of Video Games. Yellow Ant.
EGENFELDT-NIELSEN, S., SMITH, J.H., TOSCA, S.P. (2008). Understanding Video Games: The Essential Introduction. Routledge.
JAHN-SUDMANN, ANDREAS & STOCKMANN, RALF (Eds.) (2008). Computer games as a sociocultural phenomenon. New York: Palgrave Macmillan.
JUUL, JESPER (2005). Half-real: video games between real rules and fictional worlds. Cambridge, MA: MIT Press.
JUUL, JESPER (2010). A casual revolution: reinventing video games and their players. Cambridge, MA: MIT Press.
RAESSENS, J. & GOLDSTEIN, J. (Eds.), (2005). Handbook of Computer Game Studies.  Cambridge, MA: The MIT Press.
ANHUT, A. (2014) Press X to Make Sandwich: A Complete Guide to Gender Design in Games. http://howtonotsuckatgamedesign.com/2014/05/press-x-make-sandwich-complete-guide-gender-design-games/
SCHRANK, B. (2014) Avant-garde Videogames: Playing with Technoculture. The MIT Press.
CAMPBELL, H.A. & GRIEVE, G.P. (Eds.), (2014) Playing with Religion in Digital Games. Indiana University Press.

Last update: SISLV1AF (30.09.2015)
Requirements to the exam

During the course students will collaborate on team projects examining various sociocultural aspects of videogames. Subsequently, they will present the results of their projects to the class. The evaluation will be based on the project and its presentation.

Last update: SISLV1AF (30.09.2015)
Syllabus

Introduction
History of Video Games
Methodology & Theory
Development & Design
Meet the Gamers
Cognitive and Psychological Aspects of Games
Game-based Learning
Art & Games
Advergaming
Video Games & Politics
Video Games in the Middle East

Last update: SISLV1AF (30.09.2015)
 
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