SubjectsSubjects(version: 825)
Course, academic year 2017/2018
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Game Studies II - ANM50596
Czech title: Game Studies II
Guaranteed by: Institute of Information Studies and Librarianship - New Media Studies (21-UISKNM)
Faculty: Faculty of Arts
Actual: from 2017
Semester: summer
Points: 0
E-Credits: 4
Examination process: summer s.:
Hours per week, examination: summer s.:0/2 C [hours/week]
Capacity: unknown / unlimited (23)
Min. number of students: unlimited
State of the course: taught
Language: English
Teaching methods: full-time
Level:  
Explanation: Contemporary Issues in Game Studies
Additional information: http://novamedia.ff.cuni.cz/
Note: it is possible to enroll in the course outside of study plan
enabled for web enrollment
priority enrollment if the course is part of the study plan
Guarantor: Mgr. Vít Šisler, Ph.D.
Teacher(s): Mgr. Vít Šisler, Ph.D.
Annotation -
Last update: Mgr. Vít Šisler, Ph.D. (17.02.2018)

The course provides deeper insight into the field of game studies and familiarizes students with its contemporary issues. The topics of the course include video game design and development, persuasive video games, game industry in the 21st century, and relationships between video games, politics, history, and religion. The course aims to develop students’ deeper understanding of video games medium and the ability to design and develop serious games. The course is taught in English.

The course is suitable for exchange students (i.e. Erasmus) but only under code AISE00032. This is very important! Make sure you register to course under right code.
Course completion requirements
Last update: Mgr. Vít Šisler, Ph.D. (17.02.2018)

The course starts on 20 February, 2018 at 1:20 PM in the room 2067 (Jinonice, building A). In order to be enrolled to the course, students must attend the first lecture.

Literature
Last update: FIALAJAK (13.06.2016)

AARSETH, Espen J. Cybertext: Perspectives on Ergodic Literature. Baltimore: The Johns Hopkins University Press, 1997. 203 s. ISBN 0-8018-5579-9.

BOGOST, Ian. Persuasive Games: The Expressive Power of Videogames. Cambridge: The MIT Press, 2007. 464 s. ISBN 978-0-262-02614-7.

JAHN-SUDMANN, Andreas; STOCKMANN, Ralf (ed.). Computer Games as a Sociocultural Phenomenon. New York: Palgrave Macmillan, 2008. 256 s.

JUUL, Jesper. A casual revolution: reinventing video games and their players. Cambridge: MIT Press, 2010. 252 s. ISBN 978-0-262-01337-6.

THOMPSON, Jason C.; Marc A. OUELLETTE. The Game Culture Reader. CSP, 2013. ISBN 1-443-84094-7.

 
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