Course Schedule Topics & Readings
nb. readings will be chosen among the following:
Week 1: Why Are Video Games Important? How can they be studied?
Chapter One of Course Text book: Understanding Video Games
Anthropy, A. (2012). “The Problem With Videogames” in Rise of the Videogame Zinesters, New York: Seven Stories Press.
Gee, J. P. (2007). “Why Video Games Are Good For Your Soul” in Good Video Games + Good Learning: Collected Essays on Video Games, Learning and Literacy (pp. 7-12). New York: Peter Lang.
Webber J.E and Griliopolous, D. (2017). “Why Games? Why Philosophy?” in Ten Things Videogames can Teach Us, Robinson.
Week 2: Video Games as a Cultural Industry
Chapter Two of Course Text book: Understanding Video Games
Adorno, T. W., & Rabinbach, A. G. (1975). Culture industry reconsidered. New German Critique, (6), 12-19.
Kerr, A. (2006). “Digital Games as Cultural Industry” in The Business and Culture of Video Games: Gamework/ Gameplay (pp. 43-74). London: SAGE.
Miller, T. (2008). “Anyone for Games? Via the New International Division of Cultural Labor”. in H. Anheier & Y. R. Isar (Eds.), The Cultural Economy (Vol. 2, pp. 227-240). London: SAGE. ESA (2012). 2011
“Sales , Demographic, and Usage Data: Essential Facts About the Computer and Video Game Industry” at: http://www.theesa.com/facts/pdfs/ESA_EF_2011.pdf
"The Business of Video Games" Forbes, April 2017: https://www.forbes.com/forbes/welcome/?toURL=https://www.forbes.com/sites/kevinanderton/2017/04/29/the-business-of-video-games-a-multi-billion-dollar-industry-infographic/&refURL=https://www.google.fi/&referrer=https://www.google.fi/
Bartlett, E. (2000). "So You Want to be a Game Designer?" Accessed at http://www.igda.org/Endeavors/Articles/ebartlett_printable.html
Taylor, T.L. (2012). "Computer Games as Professional Sport" in Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. MIT Press.
Week 3: Cultural Commodities
Selections from: Dyer-Witheford, N. & de Peuter, G. (2009). Games of Empire: Global Capitalism and Video Games. University of Minnesota
Bogost, I. (2013). "The Blue Shell is Everything That's Wrong With America" in How to Talk About Video Games (pp. 10-21). University of Minnesota Press.
Taylor, T.L. (2012). "Professionalizing Players" in Raising the Stakes: E-Sports and the Professionalization of Computer Gaming. MIT Press.
Watch: "The Celebrity Millionaires of Competitive Gaming". Vice. (2015) https://www.youtube.com/watch?v=of1k5AwiNxI
Week 4: Identity I – Textual Analysis
Subrahmanyam, K., & Greenfield, P. M. (1999). “Computer Games for Girls: What Makes Them Play”. In J. Cassell & H. Jenkins (Eds.), From Barbi to Mortal Kombat: Gender and Computer Games (pp. 46-71). Cambridge, MA: MIT Press.
Sommerfeldt, C. (2005). “The Embodied Adventurer”. In N. Garrelts (Ed.), Digital Gameplay: Essays on the Nexus of Game and Gamer (pp. 160-173). Jefferson, NC: McFarland and Company.
Carr, D. (2002). “Playing with Lara”. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/Videogames/Interfaces (pp. 171-180). New York: Wildflower Press.
Miller, Kiri. "Gaming the system: Gender performance in Dance Central." New media & Society 17.6 (2015): 939-957.
Nakamura, Lisa “Racism, Sexism, and Gaming’s Cruel Optimism." https://lnakamur.files.wordpress.com/2015/02/racism-sexism-and-gamings-cruel-optimism.pdf
Week 5: Identity II – Reception and Ethnographies
Ritsema, J. & Thakore, B. K. (2012). “Sincere Fictions of Whiteness in Virtual Worlds: How Fantasy Massively Multiplayer Online Games Perpetuate Color-blind, White Supremacist Ideology”. in D. G. Embrick, J. T. Wright, and A. Lukacs (eds) Social Exclusion, Power, and Video Game Play. New York: Lexington Books. pp 141-54.
Blackmon, S., & Terrell, D. J. (2009). “Racing towards Representation: An Understanding of Racial Representation in Video Games”. In C. L. Selfe & G. E. Hawisher (Eds.), Gaming Lives in the Twenty-First Century (pp. 203-216). New York: Palgrave McMillan.
Alexander, J. with McCoy, M. & Velez, C. (2007). “A Real Effect on the Gameplay: Computer Gaming, Sexuality, and Literacy” In C. L. Selfe & G. E. Hawisher (Eds.), Gaming Lives in the Twenty-First Century (pp. 203-216). New York: Palgrave McMillan.
Week 6: When Play Gets Serious: AI, Augmented Reality and VR
Chapter Eight of Course Text book: Understanding Video Games
Frasca, G. (2003). “Simulation vs. Narrative: Introduction to Ludology”. In Wolf, M. J. P & Excerpts from: Perron, B. (eds.) (2003). The Video Game Theory Reader &
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy. Palmgrave Macmillan.
Watch: Episode 4 Series 3 Black Mirror, San Junipero; Episode 1 Series 4 Black Mirror, USS Callister
Week 7: Video Games as Medium
Chapter Three of Course Text book: Understanding Video Games
Fuller, Matthew (2003). “Behind the Blip Software as Culture” in Behind the Blip: Essays on the Culture of Software. Autonomedia: Brooklyn, NY; pp 11-37.
Newman, James (2004). “What Is A Videogame? Rules, Puzzles and Simulations” Videogames. Routledge: New York; pp. 9-28.
Southern, M . (2001). The Cultural Study of Games: More Than Just Games, from http://www.igda.org/Endeavors/ Articles/msouthern_printable.html
Hennessey, J. and McGowan J. (2017. "Totally Tubular" in The Comic Book Story of Video Games (pp1-23). Ten Speed Press.
Week 8: The Question of Play
Ruggill, J. (2007). “I’m Here Because I’m Bored”: Getting at the Nature of Ludic Computation from In Media Res. Accessed at http://mediacommons.futureofthebook.org/imr/2007/10/30/i%E2%80%99m-here-because-i %E2%80%99m-bored-getting-at-the-nature-of- ludic- computation
Bogost, I. (2013). "A Portrait of the Artist as a Game Studio" in How to Talk About Video Games (pp. 10-21). University of Minnesota Press.
Goldberg, H. (2011). “The Future” from All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture. New York: Three Rivers Press.
Hendricks, T. S. (2006). “Johan Huizinga’s Challenge to Play Studies” in Play Reconsidered: Sociological Perspectives on Human Expression. Chicago: University of Illinois Press. pp. 1-26.
Kress, Gunther and Van Leeuwen, Theo (1996). “Representation and Interaction: Designing the Position of the Viewer” in Reading Images: the Grammar of Visual Design. Routledge: London; pp. 119-158.
Week 9: Social Gaming - Video Games as Mass Media & Communication Technologies
Benjamin, W. (2001).” The Work of Art in the Age of Mechanical Reproduction”. In M. G. Durham & D. M. Kellner (Eds.), Media and Cultural Studies: Key Works (pp. 48-70). Malden, MA: Blackwell Publishers.
Wolf, M. J. P. (2001). “The Video Game as a Medium”. In M. J. P. Wolf (Ed.), The Medium of the Video Game (pp. 13-34). Austin, TX: University of Texas Press.
Week 10: Labor, Creative Work and Exploitation plus student presentations
Excerpts from: Dyer-Witheford, N. (2015). Cyber-Proletariat: Global Labour in the Digital Vortex. Pluto Press.
Week 11: Games, Drones and the Military Imagination: Effects and Violence
Miller, T. “The Shameful Trinity: Game Studies, Empire and the Cognitariat”
Navarro, V. “I Am a Gun: The Avatar and Avatarness in the FPS”
Call, J. “Bigger, Better, Stronger, Faster: Disposable Bodies and Cyborg Construction”
(all in Voorhees, G. et al. (Eds.), Guns, Grenades and Grunts: First-Person Shooter Games. New York: Bloomsbury, 2012))
Persky, S. & Blackovich, J. (2007). “Immersive Virtual Environments Versus Traditional Platforms: Effects of Violent and Nonviolent Video Game Play” in Media Psychology 10 (1), pp. 135-56.
Nieborg, D. B. (2009). “Training Recruits and Conditioning Youth: the Soft Power of Military Games”. In N. Huntermann & M. T. Payne (Eds.), Joystick Soldiers: The Politics of Play in Military Video Games (pp. 53-66). New York: Routledge.
Week 12: History of Video Games/Video Games as History
Chapter Four of Course Text book: Understanding Video Games
Ito, M. (2008). “Education vs. Entertainment: A Cultural History of Children's Software”. In K. Salen (Ed.), The Ecolology of Games: Connecting Youth, Games, and Learning (pp. 89-114). Cambridge, MA: MIT Press.
Fullerton, T. (2008). “Documentary Games: Putting the Player in the Path of History”. In Z. Whalen & L. N. Taylor (Eds.), Playing the Past: History and Nostalgia in Video Games (pp. 215-238). Nashville, TN: Vanderbilt University Press.
Crogan, P. (2008). “Wargaming and Computer Games: Fun with the Future”. In M. Swalwell & J. Wilson (Eds.), The Pleasures of Computer Gaming (pp. 147-166). Jefferson, NC: McFarland and Company.
Week 13: Storytelling & Narrative in Games
Fullerton, T. (2008). “The Game Design Document” in T. Fullerton, C. Swain, S. Hoffman Game Design Workshop: A Playcentric Approach. New York: Taylor and Francis.
Jenkins, H. (2006). “Game Design as Narrative Architecture”. In K. Salen & E. Zimmerman (Eds.), The Game Design Reader: A Rules of Play Anthology (pp. 670-689). Cambridge, MA: MIT Press.
Journet, D. (2007). “Narrative, Action, and Learning: the Stories of Myst”. In C. L. Selfe & G. E. Hawisher (Eds.), Gaming Lives in the Twenty First Century (pp. 93-120). New York: Palgrave McMillan.
Week 14: Gamer Theory
Wark, M. (2007). Gamer Theory. Harvard