Game Culture
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Welcome to Game Culture. This course page is a draft and under development.
[edit] Syllabi
Core Syllabus: Game_Culture_Syllabus
Example Syllabi:
Previous Syllabi: Game_Culture_Syllabus_jb
[edit] Required Texts
1. What Video Games Have to Teach Us About Learning and Literacy (Paperback) by James Paul Gee ISBN: 1403965382
2. Everything Bad is Good for You (Paperback) by Steven Johnson ISBN: 1594481946
[edit] Recommended Texts
1. Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games (Paperback) by J. Patrick Williams (Editor) ISBN: 0786424362
2. Play Between Worlds: Exploring Online Game Culture (Hardcover) by T. L. Taylor ISBN: 0262201631
3. Half-Real: Video Games between Real Rules and Fictional Worlds (Hardcover) by Jesper Juul ISBN: 0262101106
4. The Video Game Theory Reader (Paperback) by Mark J. P. Wolf ISBN: 0415965799
5. Unit Operations: An Approach to Videogame Criticism (Hardcover) by Ian Bogost ISBN: 026202599X
[edit] Course Calendar
[edit] Topics
Semiotics and “reading” games
Ludology vs. narratology
Violence in games
Gender and race in games
Social aspects of gaming
[edit] Assignments
[edit] Game analysis paper
[edit] Game journal (blog)
[edit] Culture Watch (blog)
[edit] Reading response (blog)
[edit] Readings
"Semiotic Domains" by James Gee (WVGHTTU)
Everything Bad is Good for You by Stephen Johnson, pages 1-63
"Online Gaming and the Interactional Self" by Florence Chee, et al
"Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier" by Edward Castronova
"A Rape in Cyberspace" by Julian Dibbel
Why Are Video Games Good For Learning? By James Gee
