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Abstract/Syllabus:
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Robison, Alice, CMS.600 Videogame Theory and Analysis, Fall 2007. (Massachusetts Institute of Technology: MIT OpenCourseWare), http://ocw.mit.edu (Accessed 08 Jul, 2010). License: Creative Commons BY-NC-SA
Class TA Kristina Drzaic (center) and students Kenny Peng (left) and Clara Rhee (right) examine a game for the Nintendo DS system. (Photo by Dr. Alice Robison.)
Course Highlights
This course features a comprehensive list of readings.
Course Description
This course is an introduction to the interdisciplinary study of commercial videogames as texts, examining their cultural, educational, and social functions in contemporary settings. Students play and analyze videogames while examining debates surrounding how games function within socially situated contexts. Readings include contemporary game theory (Gee, Squire, Steinkuehler, Jenkins, Klopfer, Zimmerman and Salen, Juul, Bartle, Taylor, Aarseth) and the completion of a contemporary commercial videogame chosen in consultation with the instructor.
Technical Requirements
Special software is required to use some of the files in this course: .rm, .mp3, and .mpeg.
Syllabus
This page presents an overview of the class, including a schedule of topics per session.
Course Description
This course will serve as an introduction to the interdisciplinary study of commercial videogames as texts, examining their cultural, educational, and social functions in contemporary settings. By playing, analyzing, and reading and writing about videogames, we will examine debates surrounding how they function within socially situated contexts in order to better understand games' influence on and reflections of society. Readings will include contemporary game theory and the completion of a contemporary commercial videogame chosen in consultation with the instructor.
Writing, reading, and playing will be heavy, but students will also be required to present game analyses at each class meeting, providing other students with the opportunity to observe a wide variety of game genres, play styles, and designed rule systems. By examining games together in class, we will discuss how various theories of game design and play are applied to games as texts. Students will be invited to present out-of-game learning and literacy activities as data that show how games are used and played in their organic settings; we will study the implications of these data as well.
While this game serves as an introduction to the emerging field of game studies, students are free to bring their own disciplinary expertise to the classroom setting. Perspectives from computer science, architecture, media studies, literature, engineering, physics, etc. are all welcome and will add a healthy intellectual rigor to the course. Likewise, students without experience playing or observing videogames are highly encouraged to enroll, as their perspectives and points of view help others see what they're missing, so to speak.
n.b.: Though the course subject matter is videogame theory and analysis, we will not be producing games in this class. Instead, we will analyze games as interactive media, as rule-based systems, as cultural and social texts, and as designed learning spaces. We will concentrate heavily on games' potential impact on society, their cultural influence, and their phenomenology and ontology. Students will not be expected to create, design, or produce games or simulations for this course.
Course Goals
- To introduce students to contemporary commercial videogames from a variety of genres, rule systems, strategies, and contexts.
- To explore videogames' impact as contemporary social texts, each with their own social communities, cultures, and significance as media.
- To examine the emerging field of scholarly game studies as it exists across the globe and in various interdisciplinary formats.
- To connect and compare videogames to other contemporary digital (and nondigital) media.
Student Requirements
- Complete all assigned readings for the course by Tuesday class meeting time. Participation in class is required and evaluated.
- Complete all in- and out-of-class writing assignments as they are issued by the instructor. Expect daily informal, ungraded writing assignments, occasional take-home writing assignments meant to scaffold longer midterm and final papers.
- Complete (or play, at minimum, 50 hours of) a single contemporary videogame and present a minimum of three analyses of your game in-progress during weekly labs.
- Complete a mid-term essay analysis of your game and its connections to course readings.
- Complete a final paper or project.
Textbooks
Required
Salen, K., and E. Zimmerman, eds. The Game Design Reader. Cambridge, MA: MIT Press, 2005. ISBN: 0262195364.
Gee, J. P. Why Videogames Are Good For Your Soul. New York, NY: Common Ground, 2005. ISBN: 186335574X.
Readings in these texts will be supplemented by other reading assignments for each class session. In addition, you should keep up with readings associated with your game: magazine/online reviews, bulletin board discussions and forums, fan-produced media and texts, online chats, etc.
Recommended
Raessens, J., and J. Goldstein, eds. The Handbook of Computer Game Studies. Cambridge, MA: MIT Press, 2005. ISBN: 0262182408.
Wardrip - Fruin, N., and P. Harrigan. First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT Press, 2006. ISBN: 0262232324.
Weekly Details
Tuesdays and Thursdays will be spent examining the readings, organized by theme (see the schedule). Students are expected to have completed all readings by the start of class on Tuesday. Because there will be occasional in-class writing assignments, completing these reading assignments is essential and required. Participation grades will suffer if students have not completed weekly reading assignments (see attached participation rubric). On Thursdays, graduate students will be assigned specific readings and will be expected to lead seminar-like discussions around them.
Monday night labs will be spent examining and playing various students' games. On Thursdays of each week the teaching assistant will arrange for three volunteers to present their games the following Monday. Students will be required to complete at least 3 of these assignments throughout the semester and will be formally evaluated according to a rubric provided by the instructor.
Midterm and final projects will be assigned and arranged in consultation with the instructor. Graduate students may choose to organize these projects in connection with their theses; undergraduate students will be given a choice of assignments to be provided during week three of the semester.
Attendance
I will not take daily attendance in class, but I will notice if you're not there. I promise. If you know in advance you'll miss a class, do send me and/or the TA an email and let us know. Please don't ask whether you missed something. Of course you did. Stop by my office during office hours and we'll talk about it. The same goes for lab! And don't forget that we've got spontaneous writing assignments and participation evaluations going on, so missing class will be detrimental to your grade in one way or another. And no, missing class because you couldn't stop playing your game isn't a good excuse, even for this class.
Class Participation
I value oral participation and your development as an oral contributor just as much as I do your written work. Each class period, I will ask you to self-evaluate based on the following criteria.
Evaluation Sheet and Guidelines (PDF)
You are welcome to provide a few details (i.e., you asked a discussion - generating question, you made a significant point, you cited details from the class readings) to help support your self-evaluation. Evaluations will be handed in at the end of each class period to the TA. She will reflect on your evaluation and provide a final score for that class period.
Grading
Grading criteria.
ACTIVITIES |
PERCENTAGES |
In-class Participation and Writing Assignments (Spontaneously issued and collected.) |
20% |
Three Lab Analyses (10% each) (Lab assignment will be distributed during first lab.) |
30% |
Midterm (Individual projects allowed but essay prompts will be available as well.) |
15% |
Final (In-class presentations of projects will be scheduled for the last weeks of class.) |
35% |
About Grading
I am a writing teacher by training, so I will work hard to help you beef up your writing skills in this course by providing plenty of opportunity for revision and one-on-one support. If at any time you're feeling unsure of my expectations, please don't hesitate to ask. I'm here to help. I will also do my best to provide a clear assessment rubric for each major assignment so that you can get a good sense of what I'm looking for in a final draft of a project or paper. Students can expect about a 1-week turnaround, longer for the midterm.
If you get behind in your work because of gaming, I will be slightly sympathetic but will not necessarily excuse that behavior. Keep up with your work, do the readings, come to class, and you'll be fine. If at any time you'd like to talk about your grade, you will need to schedule a short meeting with me in my office and we'll chat. I won't talk about grades via email, however.
Schedule
The calendar below provides information on the courses lectures (L) and lab (Lab) sessions.
Course calendar.
SES # |
TOPICS |
L1 |
Introduction to the Course, Brainstorm Game Ideas, Introduce Key Concepts |
Lab1 |
Looking at a Few Sample Games, Start to Talk About What Games to Play for Class
|
L2-L3 |
Histories and Definitions |
Lab2 |
Lab |
L4-L5 |
Narratology and Ludology |
L6-L7 |
MMOGs |
Lab3 |
Lab |
L8 |
Space and Place |
|
Midterms Due |
Lab4 |
Lab |
L9-L10 |
Player Perspectives |
Lab5 |
Lab |
L11-L12 |
Designer Perspectives |
Lab6 |
Lab |
L13-L14 |
Games and Learning |
Lab7 |
Lab |
L15-L16 |
Gender |
Lab8 |
Lab |
L17-L18 |
Race and Representation |
Lab9 |
Lab |
L19 |
Game Cultures and Identities |
Lab10 |
Lab |
L20-L21 |
Videogame Criticism |
Lab11 |
Lab |
L22-L23 |
Student Presentations |
Lab12 |
Lab |
L24 |
Student Presentations (cont.) |
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Further Reading:
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Readings
This section contains documents that could not be made accessible to screen reader software. A "#" symbol is used to denote such documents.
This page presents the required readings, plus links to some supplemental material.
Textbooks
Required
[S&Z] - Salen, K., and E. Zimmerman, eds. The Game Design Reader. Cambridge, MA: MIT Press, 2005. ISBN: 0262195364.
Gee, J. P. Why Videogames Are Good For Your Soul. New York, NY: Common Ground, 2005. ISBN: 186335574X.
Readings in these texts will be supplemented by other reading assignments for each class session. In addition, you should keep up with readings associated with your game: magazine/online reviews, bulletin board discussions and forums, fan-produced media and texts, online chats, etc.
Recommended
Raessens, J., and J. Goldstein, eds. The Handbook of Computer Game Studies. Cambridge, MA: MIT Press, 2005. ISBN: 0262182408.
Wardrip - Fruin, N., and P. Harrigan. First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT Press, 2006. ISBN: 0262232324.
Reading by Sessions
Course readings.
SES # |
TOPICS |
READINGS |
L1 |
Introduction to the Course, Brainstorm Game Ideas, Introduce Key Concepts |
|
Lab1 |
Looking at a Few Sample Games, Start to Talk About What Games to Play for Class
|
|
L2-L3 |
Histories and Definitions |
Juul, Jesper. "The Game, the Player, the World."
Wolf, Mark J. P. "Genre and the Video Game."
Caillois, R. "The Definition of Play; The Classification of Games." In S&Z. 1962.
Malliet, and deMeyer. "The History of the Video Game."
The Dot Eaters: Videogame History 101.
Costikyan, Greg. "I Have No Words." In S&Z. 1994.
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Lab2 |
Lab |
|
L4-L5 |
Narratology and Ludology |
Frasca, Gonzalo. "Simulation versus Narrative: Introduction to Ludology." In Video/Game/Theory. Edited by Mark J. P. Wolf and Bernard Perron. New York, NY: Routledge, 2003. (PDF)#
Juul, Jesper. "Games Telling Stories?"
Mateas, M., and A. Stern. "Interaction and Narrative." In S&Z. 2000 / 2005.
Jenkins, Henry. "Game Design as Narrative Architecture." In S&Z. 2004.
Jenkins vs. Aarseth video
Notes
The topics range from the relationship between story and game to the relationship between developers and academics, with discussion of the institutional situation of game studies programs as well. Henry has some great comments about spatial story and the relationship of games to other narrative-evoking environments; Espen's discussion of the need for a diversity of approaches - not just "narratology" and "ludology" - is also quite good to hear. Espen even explains how game studies should take literary studies as a model! You'll have to watch the video yourself to find out what the context is for this suggestion - it's about 49 minutes in.
|
L6-L7 |
MMOGs |
Taylor, T. L. "Gaming Lifeworlds: Social Play in Persistent Environments."
Yee, Nick. "The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage." (PDF)#
Ducheneaut, N., N. Yee, E. Nickell, and R. J. Moore. "Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft." Games and Culture 1, no. 4 (October 2006): 281-317.
Steinkuehler, C. A. "Massively Multiplayer Online Videogaming as Participation in a Discourse." Mind, Culture, and Activity 13, no. 1 (2006): 38-52. (PDF)#
Castronova, Edward. "Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier." In S&Z. 2001.
|
Lab3 |
Lab |
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L8 |
Space and Place |
Wright, Talmadge. "Themed Spaces."
Steinkuehler, C., and D. Williams. "Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"." Journal of Computer-Mediated Communication 11, no. 4 (2006): article 1.
Justin Hall, "The Future of Games: Mobile Gaming." In The Handbook of Computer Game Studies. Edited by J. Raessens and J. Goldstein. Cambridge, MA: MIT Press, 2005. ISBN: 0262182408.
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Lab4 |
Lab |
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L9-L10 |
Player Perspectives |
Castronova, Edward. "The User."
Taylor, T. L. "Whose Game is this Anyway?"
Bartle, Richard. "Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs."
Koster, Raph. "Declaring the Rights of Players." In S&Z. 2004.
Taylor, T. L., and Beth Kolko. "Boundary Spaces: Majestic and the Uncertain Status of Knowledge, Community, and Self in a Digital Age." Information, Communication and Society 6, no. 4 (2003): 497-522.
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Lab5 |
Lab |
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L11-L12 |
Designer Perspectives |
Birdwell, Ken. "The Cabal: Valve's Design Process for Creating Half-Life." In S&Z. 1999.
Church, Doug. "Formal Abstract Design Tools." In S&Z. 1999.
LeBlanc, Marc. "Tools for Creating Dramatic Game Dynamics." In S&Z. 2005.
Crawford, Chris. "Eastern Front (1941)." In S&Z. 2003.
Zimmerman, Eric. "Play as Research: The Interative Design Process."
Katie, Salen, and Eric Zimmerman. "Game Design and Meaningful Play." In The Handbook of Computer Game Studies. Edited by J. Raessens and J. Goldstein. Cambridge, MA: MIT Press, 2005. ISBN: 0262182408.
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Lab6 |
Lab |
|
L13-L14 |
Games and Learning |
Squire, Kurt. "Game-Based Learning: Present and Future State of the Field." Report to the Masie Consortium. (January 31, 2005).
———. "Video Games in Education." International Journal of Intelligent Simulations and Gaming 2, no. 1 (2003). (DOC)
Gee, Jim. "Semiotic Domains: Is Playing Video Games a "Waste of Time?"." In S&Z. 2003.
Steinkuehler, C. A. "Cognition and Literacy in Massively Multiplayer Online Games." (PDF)#
Innovate, Aug/Sep 2005 Special Issue
The Escapist, no. 9
|
Lab7 |
Lab |
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L15-L16 |
Gender |
Taylor, T. L. "Where the Women Are."
Kennedy, Helen. "On the Limits of Textual Analysis." (An analysis of Lara Croft.)
Jenkins, Henry. ""Complete Freedom of Movement": Video Games as Gendered Play Spaces." In S&Z. 1998.
Hayes, Elisabeth. "Women and Video Gaming: Gendered Identities at Play." (PDF)#
Consalvo, Mia. "It's a Queer World After All: Studying The Sims and Sexuality." (PDF - 4.4 MB)#
Consalvo, Mia, et al. "Women and Games: Technologies of the Gendered Self." New Media and Society. (forthcoming publication)
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Lab8 |
Lab |
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L17-L18 |
Race and Representation |
Always_Black. "Bow, Nigger." In S&Z. 2004.
Gee, Jim. "Cultural Models: Do You Want to be the Blue Sonic or the Dark Sonic?" In S&Z. 2003.
Adams, Ernest. "Not Just Rappers and Athletes."
Leonard, D. J. "Not a Hater, Just Keepin' It Real: The Importance of Race- and Gender-Based Game Studies." Games and Culture 1, no. 1 (January 2006): 83-88.
Au, Wagner James. "The Freeform Identity Bebop of Eboni Khan." (Wagner James Au's discussion of blackness in Second Life.)
Everett, and Watkins. "Now Representing: Games and the Learning Space of Race."
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Lab9 |
Lab |
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L19 |
Game Cultures and Identities |
Raessens, Joost. "Computer Games as Participatory Media Culture."
McGonigal, Jane. "'This Is Not a Game': Immersive Aesthetics and Collective Play." Presented at MelbourneDAC (Digital Arts and Culture) 2003. (PDF)#
Turkle, Sherry. "Computer Games as Evocative Objects." (Materials)
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Lab10 |
Lab |
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L20-L21 |
Videogame Criticism |
Jesper, Juul. Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press, 2005. ISBN: 0262101106.
Rouse, Richard. "Game Analysis: Centipede." In S&Z. 2001.
Squire, Kurt. "Educating the Fighter: Buttonmashing, Seeing, Being." On the Horizon 13, no. 2 (2005): 75-88. (PDF)#
Gingold, Chaim. "What WarioWare Can Teach Us About Game Design." (PDF)#
Bogost, Ian. "Comparative Video Game Criticism." Games and Culture 1, no. 1 (January 2006): 41-46.
Krzywinska, Tanya. "The Pleasures and Dangers of the Game: Up Close and Personal." Games and Culture 1, no. 1 (January 2006): 119-122. VERIFY: THIS SESSION?
Gee, J. P. Why Videogames Are Good For Your Soul. New York, NY: Common Ground, 2005. ISBN: 186335574X.
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Lab11 |
Lab |
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L22-L23 |
Student Presentations |
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Lab12 |
Lab |
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L24 |
Student Presentations (cont.) |
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Supplemental Material
Assorted CMS.998 Readings, Related Web sites, and Notes
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