Game Culture
Welcome to Game Culture.
Syllabus
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
Assignments
Papers
Resources
Temp Notes
Topics:
Semiotics and “reading” games
Ludology vs. narratology
Violence in games
Gender and race in games
Social aspects of gaming
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
Assignments:
Game analysis paper
Game journal (blog)
Culture Watch (blog)
Reading response (blog)