Game Culture

From IAMMediaWiki Create Change

Jump to: navigation, search


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

[edit] Resources

Personal tools