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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.).
Last update: Esserová Kateřina, DiS. (24.09.2019)
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Distance learning during summer semester 2021 The course use Moodle (virtual learning platform) to provide students with relevant materials and pre-recorded videolectures. The link is available here: https://dl1.cuni.cz/course/view.php?id=11850 Last update: Hrabec Ondřej, Mgr., Ph.D. (14.02.2021)
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The main requirement to pass the course is to write an essay which will follow the theoretical categories presented during lectures. Students can freely choose one game example (video game, sport, board game etc.). Length of a paper is not specified, but all the categories must be included. Final papers should be submitted electronically to ondrej.hrabec@pedf.cuni.cz. Last update: Esserová Kateřina, DiS. (24.09.2019)
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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. Last update: Esserová Kateřina, DiS. (24.09.2019)
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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 Last update: Esserová Kateřina, DiS. (24.09.2019)
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