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Předmět, akademický rok 2019/2020
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Video Games as a Sociocultural Phenomenon - AISE00022
Anglický název: Video Games as a Sociocultural Phenomenon
Zajišťuje: Ústav informačních studií a knihovnictví (21-UISK)
Fakulta: Filozofická fakulta
Platnost: od 2016
Semestr: zimní
Body: 0
E-Kredity: 6
Způsob provedení zkoušky: zimní s.:
Rozsah, examinace: zimní s.:2/0 Zk [hodiny/týden]
Počet míst: neurčen / neurčen (18)
Minimální obsazenost: neomezen
Stav předmětu: nevyučován
Jazyk výuky: angličtina
Způsob výuky: prezenční
Úroveň:  
Je zajišťováno předmětem: ANM50547
Poznámka: student může plnit i v dalších letech
Garant: Mgr. Vít Šisler, Ph.D.
Třída: Exchange - 14.2 Sociology
Exchange - 14.7 Anthropology
Exchange - 15.9 Others-Commun. & Inform. Sciences
Rozvrh   Nástěnka   
Anotace -
Poslední úprava: 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.
Literatura - angličtina
Poslední úprava: SISLV1AF (30.09.2015)

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.

Požadavky ke zkoušce - angličtina
Poslední úprava: SISLV1AF (30.09.2015)

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.

Sylabus - angličtina
Poslední úprava: SISLV1AF (30.09.2015)

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

 
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