FF:TIM_B_026 Digital Games Analyses - Course Information
TIM_B_026 Digital Games Critical Analyses
Faculty of ArtsSpring 2024
- Extent and Intensity
- 0/2/0. 4 credit(s). Type of Completion: zk (examination).
- Teacher(s)
- Mgr. Bc. Silvester Buček (lecturer)
- Guaranteed by
- Mgr. Bc. Silvester Buček
Department of Musicology – Faculty of Arts
Contact Person: Bc. Jitka Leflíková
Supplier department: Department of Musicology – Faculty of Arts - Timetable
- each odd Monday 16:00–19:40 N21
- Prerequisites
- Students are expected to have a basic overview of game study topics (general courses are recommended). The knowledge in the field of qualitative methods and semiotic analysis is advantageous. Most of the study materials are in English.
- Course Enrolment Limitations
- The course is also offered to the students of the fields other than those the course is directly associated with.
The capacity limit for the course is 40 student(s).
Current registration and enrolment status: enrolled: 18/40, only registered: 1/40, only registered with preference (fields directly associated with the programme): 1/40 - fields of study / plans the course is directly associated with
- there are 14 fields of study the course is directly associated with, display
- Course objectives
- After successfully finishing this class, the student will be able to: +) Analyze digital games as meaningful cultural artifacts. 2) Explain the way computer games work as a medium, their affordances and limitations. 3) Discuss the ideology and bias built in games' rule systems and representations. 4)Form opinions on the current state of the medium of the digital game. 5) Interpret games in terms of their narratives and game mechanics.
- Learning outcomes
- Position papers from literature Presentation of research Seminar work
- Syllabus
- 1. Critical study of digital games in a media context (Who, why and how examines games?) Games as a medium Forms of criticism Brief development of game studies 2. Semiotics: connotation, denotation and myth (How and by what do we communicate?) Signs systems Levels of media text analysis Myths and their analysis 3. Game as a mechanism and as a set of sign systems (How do we understand games?) Basics of game ontology Audiovisual and narrative side of games Game elements 4. Games as a cultural artifact (How and why do we play games?) MDA, game loop and flow Typologies of players Player culture 5. Ideologies in digital games (What do games tell us?) Theoretical concepts of ideology, hegemony, etc. Sexism, racism and violent game content Manifestations of cultural imperialism in the media and digital games 6. Professional game writing (What will you write about?) Analysis presentation Discussion of final theses
- Literature
- required literature
- BLIZZARD ENTERTAINMENT: Hearthstone: Heroes of Warcraft. Blizzard Enterntainment. 2014 (MS Windows, macOS, iOS, Android). Dostupné z: https://playhearthstone.com/en-us
- CONSALVO, Mia, DUTON, Nathan: Game analysis: Developing a methodological toolkit for the qualitative study of games in Game studies 2006, R. 6, č. 1. Dostupné z: http://gamestudies.org/0601/articles/consalvo_dutton
- JARVINEN, Aki: Games Without Frontiers: Theories and methods for Game Studies and Design. PhD Thesis. 2007. 420. ISBN 978-951-44-7252-7. Dostupné z: (PDF) Games without frontiers: Theories and Methods for Game Studies and Design (researchgate.net)
- LANKOSKI, Petri, BJORK, Staffan: Game Research Methods: An Overview. ETC Press. 2015. xii, 360. ISBN 978-1-312-88474-8. Dostupné z: https://www.diva-portal.org/smash/get/diva2:816775/FULLTEXT01.pdf
- recommended literature
- BOGOST, Ian. Persuasive games : the expressive power of videogames. 1st MIT Press pbk. ed. Cambridge, Mass.: MIT Press, 2010, xii, 450. ISBN 9780262026147. info
- SICART, Miguel. The ethics of computer games. London: MIT Press, 2009, 264 s. ISBN 9780262012652. info
- TEKINBAŞ, Katie Salen and Eric ZIMMERMAN. Rules of play : game design fundamentals. London: MIT, 2004, xv, 672. ISBN 0262240459. info
- MURRAY, Janet Horowitz. Hamlet on the holodeck : the future of narrative in cyberspace. Cambridge, Massachusetts: MIT Press, 1998, xii, 324. ISBN 0262631873. info
- not specified
- JUUL, Jesper. Half-real : video games between real rules and fictional worlds. Cambridge, Mass.: MIT Press, 2005, ix, 233. ISBN 9780262516518. info
- Teaching methods
- lectures, discussions, class work, assignments, study of literature, independent analysis
- Assessment methods
- 1. Continuously: 3 x Position paper (2 NS): a total of 9 points Elaboration of the task 1: 7 points Mutual evaluation of the task 1: 3 points Elaboration of the task 2: 15 points Mutual evaluation of the task 2: 6 points 2. Last lesson Research presentation: 10 points CREDIT CONDITIONS: All 3 mandatory PP Minimum 30 points in total 3. Seminar work: 40 points (minimum 20 points, for late submission of interim assignments -3b / day) 4. Evaluation of colleagues' work: 3 x 5 (15 points) Upper point limit: 100 points (= 100%) 100-93 = A; 92-85 = B; 84-76 = C; 75-68 = D; 67-60 = E; 59 a menej = Fx.
- Language of instruction
- Czech
- Further Comments
- Study Materials
The course is taught annually.
- Enrolment Statistics (recent)
- Permalink: https://is.muni.cz/course/phil/spring2024/TIM_B_026