Difference between revisions of "Game Culture"

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(Syllabus)
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==Course Calendar==
 
==Course Calendar==
 
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==Topics==
==Assignments==
 
 
 
==Papers==
 
 
 
 
 
==Resources==
 
 
 
==Temp Notes==
 
Topics:
 
  
 
Semiotics and “reading” games
 
Semiotics and “reading” games
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Social aspects of gaming
 
Social aspects of gaming
  
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==Assignments==
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Game analysis paper
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 +
Game journal (blog)
 +
 
 +
Culture Watch (blog)
 +
 
 +
Reading response (blog)
 +
 
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==Game Analysis Paper==
  
Readings:
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==Readings==
  
 
"Semiotic Domains" by James Gee (WVGHTTU)
 
"Semiotic Domains" by James Gee (WVGHTTU)
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Why Are Video Games Good For Learning? By James Gee
 
Why Are Video Games Good For Learning? By James Gee
  
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==Resources==
 
 
Assignments:
 
 
 
Game analysis paper
 
 
 
Game journal (blog)
 
 
 
Culture Watch (blog)
 
 
 
Reading response (blog)
 

Revision as of 00:03, 20 December 2006


Welcome to Game Culture.

Syllabi

Core Syllabus: Game_Culture_Syllabus

Example Syllabi:

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

Topics

Semiotics and “reading” games

Ludology vs. narratology

Violence in games

Gender and race in games

Social aspects of gaming

Assignments

Game analysis paper

Game journal (blog)

Culture Watch (blog)

Reading response (blog)

Game Analysis Paper

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

Resources