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)
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)
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