Game Culture

esse quam videri
Jump to: navigation, search

Welcome to Game Culture. This course page is a draft and under development.


Core Syllabus: Game_Culture_Syllabus

Example Syllabi:

Previous Syllabi: Game_Culture_Syllabus_jb

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

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

Course Calendar


Semiotics and “reading” games

Ludology vs. narratology

Violence in games

Gender and race in games

Social aspects of gaming


Game analysis paper

Game journal (blog)

Culture Watch (blog)

Reading response (blog)


"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