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The course will not be taught in the academic year 2025/2026
This class explores the players, their motivations and strategies. The subject emphasizes the different demographic characteristics of players, which give rise to stereotypes that affect their specific position in gaming culture. Students will learn about different aspects of game culture and contradictory as well as complementary perspectives on its toxicity and freedom. The subject is also dedicated to describing the complicated and complex relationships between players and their avatars. The goal of the class is to equip students with the ability to critically assess various aspects of player culture - understanding why it's often perceived as toxic, homophobic, or male-dominated. Students will gain the capacity to reflect on players and their strategies from an intersectional perspective. Poslední úprava: Bednařík Petr, PhDr., Ph.D. (15.09.2025)
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The goal of the class is to equip students with the ability to critically assess various aspects of player culture - understanding why it's often perceived as toxic, homophobic, or male-dominated. Students will gain the capacity to reflect on players and their strategies from an intersectional perspective. Poslední úprava: Fousek Krobová Tereza, Mgr., Ph.D. (07.08.2024)
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Grades will be determined based on the following breakdown:
Grading scale: A: 91–100, B: 81–90, C: 71–80, D: 61–70, E: 51–60, Fail: <50 Assignment 1: Who Is the Player? Assignment 2: Observing a Gaming Community Assignment 3: Players as Active Agents Final Presentation: Players in Context Poslední úprava: Fousek Krobová Tereza, Mgr., Ph.D. (09.09.2026)
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Aarseth, Espen. 2009. A hollow world: World of Warcraft as spatial practice. In H. Corneliussen & J. Walker-Rettberg (Eds.), Digital culture, play and identity: A World of Warcraft reader (pp. 111–122). Cambridge, MA: MIT Press. Boellstorf, Tom 2008. Coming of age in Second Life. Princeton, NJ: Princeton University Press. Condis, Megan. 2018. Gaming Masculinity: Trolls, Fake Geeks, and the Gendered Battle for Online Culture. Fandom & Cuture. Iowa City: University of Iowa Press. Eklund, Linna. 2015. ‘Who Are the Casual Gamers? Gender Tropes and Tokenism in Game Culture.’ In Social, Casual and Mobile Games: The Changing Gaming Landscape, edited by Tama Leaver and Michele Willson, 1st ed. Vol. 15–30. Bloomsbury Publishing Plc. https://doi.org/10.5040/9781501310591. Healey, Gareth. 2016. „Proving Grounds: Performing Masculine Identities in Call of Duty: Black Ops". Game Studides 16 (2). http://gamestudies.org/1602/articles/healey. Higgin, Tanner. 2009. Blackless Fantasy: The Disappearance of Race in Massively Multiplayer Online Role-Playing Games. Games and Culture, 4(1), 3-26. https://doi.org/10.1177/1555412008325477 Chandler, Adrianna L. 2019. „Gamer Speak: Analyzing Masculine Speech in Gaming Culture". CLA Journal, č. 7. Chang, Edmond Y. 2017. „Queergaming". In Queer Game Studies. Minneapolis: University of Minnesota Press. Chess, Shira, Adrienne Shaw. 2015. „A Conspiracy of Fishes, or, How We Learned to Stop Worrying About #GamerGate and Embrace Hegemonic Masculinity". Journal of Broadcasting & Electronic Media 59 (1): 208–20. https://doi.org/10.1080/08838151.2014.999917. Kendall, Lori. 2002. Hanging out in the Virtual Pub: Masculinities and Relationships Online. Berkeley: University of California Press. Klevjer, Rune. 2006. What is the Avatar? Fiction and Embodiment in Avatar-Based Singleplayer Computer Games. Bergen: University of Bergen. Krzywinska, Tanya. 2009. World creation and lore: World of Warcraft as rich text. In H. Corneliussen & J. Walker-Rettberg (Eds.), Digital culture, play and identity: A World of Warcraft reader (pp. 123–142). Cambridge, MA: MIT Press. Paaßen, Benjamin, Thekla Morgenroth, and Michelle Stratemeyer. 2017. ‘What Is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture’. Sex Roles 76 (7–8): 421–35. https://doi.org/10.1007/s11199-016-0678-y. Pearce, Celia, and Artemesia. 2009. Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds. Cambridge, MA: The MIT Press. Ruberg, Bonnie. 2019. Video Games Have Always Been Queer. Postmillennial Pop. New York: New York University Press. Saldanha, L., da Silva, S. M., & Ferreira, P. D. (2023). “Community” in Video Game Communities. Games and Culture, 18(8), 1004-1022. https://doi.org/10.1177/15554120221150058 Scott, Suzanne. 2019. Fake Geek Girls: Fandom, Gender, and the Convergence Culture Industry. Critical Cultural Communication. New York: New York University Press. Swalwell, Melanie, Helen Stuckey, and Angela Ndalianis, eds. 2017. Fans and Videogames: Histories, Fandom, Archives. Routledge Advances in Game Studies 9. New York: Routledge. Taylor, T. L. 2002. „Living Digitally: Embodiment in Virtual Worlds". In The Social Life of Avatars: Presence and Interaction in Shared Virual Enviroments. London: Springer-Verlag. Taylor, T.L. Play Between Worlds: Exploring Online Game Culture. Cambridge, MA: The MIT Press, 2006. The ESA. 2024. „2023 Essential Facts About the Computer and Video Game Industry". The ESA. https://www.theesa.com/2023-essential-facts/ Turkle, Sherry. 1997. Life on the Screen: Identity in the Age of the Internet. 1. Touchstone ed. A Touchstone Book. New York, NY: Touchstone. Yee, Nick. 2006. "Motivations for Play in Online Games." CyberPsychology & Behavior 9, 6 (2006): 772-775. Yee, Nick. 2006. „The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments". Presence: Teleoperators and Virtual Environments 15 (3): 309–29. https://doi.org/10.1162/pres.15.3.309. Weber, R., U. Ritterfield, a A. Kostygina. 2012. „Aggression and Violence as Effects of Playing Violent Video Games?" In Playing video games: Motives, responses, and consequences, 347_361. Hoboken: Taylor and Francis. Poslední úprava: Fousek Krobová Tereza, Mgr., Ph.D. (07.08.2024)
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Current syllabus can be found here: https://docs.google.com/document/d/1G32eOoprH8513WoQxOTAOomxKTmQzgHe0Mz5mRnlMok/edit?usp=sharing Poslední úprava: Fousek Krobová Tereza, Mgr., Ph.D. (09.09.2026)
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