Ha… · Web viewJuul, Jesper (2005). Half-Real: Video Games between Real Rules and Fictional...

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Welcome Welcome to ‘Playing the Game: The Culture of Digital Games’. Since their first appearance in the early 1960s digital games have evolved and mutated. They have grown in scale and sophistication, and have achieved an unexpected ubiquity within popular culture. The games industry now grosses more world-wide than the movie business, and many people - adults as well as children - now spend more time playing games than watching television. What can account for this tremendous, increasing popularity? This module explores the concepts and cultures of digital games. During the course of the module we will examine the nature of games and gaming, and the part they have played in the evolution of human culture and civilization. We will discuss the fascination that digital games hold and the unique pleasures and gratifications that they confer. We will question the ways in which players identify with, and become immersed within, game worlds. We will consider the educational potential and benefits that digital game-playing can bestow, as well as the dangers and malign effects that many believe are the true product of this new medium. We will explore the promise and possibilities of this new, computer-mediated, interactive entertainment form that is changing the nature not just of gaming but of the games players themselves. I hope that you will find this module engaging, enjoyable and thought-provoking. Tom Tyler Module Leader 3

Transcript of Ha… · Web viewJuul, Jesper (2005). Half-Real: Video Games between Real Rules and Fictional...

WelcomeWelcome to ‘Playing the Game: The Culture of Digital Games’.

Since their first appearance in the early 1960s digital games have evolved and mutated. They have grown in scale and sophistication, and have achieved an unexpected ubiquity within popular culture. The games industry now grosses more world-wide than the movie business, and many people - adults as well as children - now spend more time playing games than watching television. What can account for this tremendous, increasing popularity?

This module explores the concepts and cultures of digital games. During the course of the module we will examine the nature of games and gaming, and the part they have played in the evolution of human culture and civilization. We will discuss the fascination that digital games hold and the unique pleasures and gratifications that they confer. We will question the ways in which players identify with, and become immersed within, game worlds. We will consider the educational potential and benefits that digital game-playing can bestow, as well as the dangers and malign effects that many believe are the true product of this new medium. We will explore the promise and possibilities of this new, computer-mediated, interactive entertainment form that is changing the nature not just of gaming but of the games players themselves.

I hope that you will find this module engaging, enjoyable and thought-provoking.

Tom TylerModule Leader

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Contents

Welcome 3Contents 4Overview 5

Rooms 5Learning Outcomes 5

Website 6Module Games 7Recommended Texts 8Bibliography 9Assessment 10

Gaming Journal 10Essay 11Assessment Criteria: Gaming

Journal12

Assessment Criteria: Essay 13Support and Regulations 14

Upgrade: Study Advice Service 14Cheating and Plagiarism 15

Timetable 16

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OverviewU75105 ‘Playing the Game: The Culture of Digital Games’ is a basic level module in Communication, Media and Culture. Its objective is to introduce participants to the study of digital games.

This module entails approximately 150 hours of student effort, including both participation in weekly classes and independent research. It is assessed by means of a Gaming Journal and an Essay (see Assessment, p. 10).

Teaching RoomThursday evenings (5.00pm-7.00pm):

Week 1: B1/39 Week 5: FG/14 Week 9: B1/39Week 2: B1/39 Week 6: B1/39 Week 10: B1/39Week 3: B1/39 Week 7: Research Week Week 11: FG/14Week 4: B1/39 Week 8: B1/39

Learning OutcomesHaving completed this module successfully, students will be able to:

Knowledge and Understandingi. identify and analyse different genres of computer game;ii. demonstrate a critical understanding of different theories of and

approaches to games;iii. evaluate the individual, social, political and cultural significance of games

in contemporary culture;

Professional/Disciplinary Skillsi. research and construct a critical, reflective learning journal;ii. research and compose an analysis of an aspect or theory of computer

gaming;

General/Transferable Skillsi. learn both independently and cooperatively;ii. use a wide range of academic skills (research, analysis, synthesis);iii. learn to assert their own views and values whilst respecting those of

others;iv. use appropriate language and form when writing and speaking;v. present ideas to different audiences using appropriate media.

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WebsiteThis module has an accompanying website:

http://www.cyberchimp.co.uk/U75105/

The website provides several resources to help with your studies, including:

an annotated bibliography of digital gaming books, articles, etc;a downloads section which includes copies of the Module Handbook, weekly exercise sheets, handouts, PowerPoint presentations, etc;a list of free games you can download or play online;contact details for the staff involved in the module.

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Module GamesThis module has three set games, which we will discuss during the course of the semester. You will be shown how to access and play the games in the first class.

DOOM II. DOOM is a first-person shooter, originally released in 1993. Players take the role of a hardened space marine sent by the Union Aerospace Corporation (UAC) to Phobos, one of the moons of Mars. Your mission is to investigate the results of a terrible accident that occurred during secret teleportation experiments. Demons, zombies and other evil

creatures are now overrunning the base, and the objective swiftly becomes a fight for survival. The game's sequel, DOOM II, was released in 1994, and DOOM 3 a decade later. A film based on the game, starring Dwayne ‘The Rock’ Johnson, was released in October 2005.

Civilization II. Civilization is a turn-based strategy game originally created by Sid Meier in 1991. Players control a fledgling civilization such as the Aztecs, Romans, English, et al. Beginning in 4000BC with just a single settler, the objective is to build an empire - by means of exploration, colonization, scientific research and diplomacy - which will last into the 21st century. Civilization II, revised by Brian Reynolds, was released in 1996. There have since been two more updates, Civilization III (2001) and Civilization IV (2005).

Samorost 2. Samorost is a browser-based, point-and-click, puzzle-adventure game produced by Jakub Dvorsky in 2003. Players guide a tiny gnome-like character around a series of quirky, organic environments, solving simple puzzles along the way. Gameplay is amusing, atmospheric, and gently paced. Samorost 2, released in 2005, follows a similar

format and requires the rescue of the gnome’s pet dog, kidnapped by peculiar-looking aliens at the start of the game.

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Recommended TextsYou do not need to buy a textbook for this module. However, the following two texts are both good introductions to the study of digital games. Each provides valuable background material for individual sessions of the module (see Timetable, p. 16), as well as useful reading for the two assignments (see Assessment, p. 10). Both are available in the library, but if you are looking to purchase a book or two to help with your studies, these are a good place to start.

Salen, Katie and Zimmerman, Eric (2004). Rules of Play: Game Design Fundamentals. Cambridge, MA: MIT. RRP: £33.95; Amazon: £32.25; Abebooks: £21.02+p&p.This substantial tome comprises a systematic examination of how games work (their rules), how they are experienced (played), and how they fit into broader society (their cultural contexts). Written principally for game

designers and theorists, the material is thought-provoking and engaging. The book is carefully structured, beautifully designed, and even includes four specially commissioned games to illustrate its key concepts.

Poole, Steven (2000). Trigger Happy: Videogames and the Entertainment Revolution. New York: Arcade. RRP: c.£7.50; Amazon: £6.59+p&p; Abe: £ 3.81+p&p.This accessible and lively text sets out to discuss the ‘inner life’ of digital games: their history, increasing popularity, and their place within contemporary culture. Chapters examine key aspects of the medium including history, genre, realism, film, narrative, space, gender, interaction, semiotics, pacing, violence, and games of the future. (Several editions of this book are available: any edition is acceptable for

this module.)

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BibliographyThis brief bibliography lists some of the key texts in the study of digital games. A more extensive annotated bibliography is available on the module website.

Crawford, Chris (1982). The Art of Computer Game Design. Retrieved 3rd September 2005 from http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html.

DeMaria, Rusel and Wilson, Johnny L. (2004). High Score! The Illustrated History of Electronic Games. 2nd ed. New York: McGraw-Hill/Osborne.

Atkins, Barry (2003). More than a Game: The Computer Game as Fictional Form. Manchester: Manchester University Press.

Buckingham, David, Burn, Andrew, Carr, Diane, Thompson, John and Schott, Gareth (2006). Computer Games: Text, Narrative And Play. Cambridge: Polity.

Copier, Marinka and Raessens, Joost, eds (2003). Level Up: Digital Games Research Conference Proceedings. Utrecht, the Netherlands: Faculty of the Arts, University of Utrecht. Retrieved 3rd September 2005 from http://www.digra.org/dl/db/order_by_author?publication=Level%20Up%20Conference%20Proceedings.

Dovey, Jon and Kennedy, Helen (2006). Game Cultures: Computer Games as New Media. Open University Press.

Juul, Jesper (2005). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT.

King, Geoff and Krzywinska, Tanya (2005). Tomb Raiders and Space Invaders: Videogame Forms and Contexts. London: I. B. Tauris.

Raessens, Joost and Goldstein, Jeffrey , eds (2005). Handbook of Computer Game Studies. Cambridge, MA: MIT Press.

Salen, Katie and Zimmerman, Eric, eds (2005). The Game Design Reader: A Rules of Play Anthology. MIT Press.

Wardrip-Fruin, Noah and Harrigan, Pat, eds (2004). First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT.

Wolf, Mark J. P., ed. (2001). The Medium of the Video Game. Austin, TX: University of Texas Press.

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Wolf, M. J. P. and Perron, B., eds (2003). The Video Game Theory Reader. London: Routledge.

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AssessmentYou must complete two assignments for this module: a Gaming Journal and an Essay.

Gaming JournalObjective: The objective of the Gaming Journal is to give you the opportunity to think about the ideas and theories we have discussed in class in light of your own experience playing digital games.

Brief: For the first five weeks of the module you must keep an online Gaming Journal. In the first class you will be shown how to set up your journal at Blogger.com, and how to make your first entry. Your journal will comprise five entries, one for each week. Each entry must briefly describe the theories and ideas discussed in class and then apply them to one or more digital games which you have played. The length of individual entries can vary, but all five entries must add up to 1500 words (+/-10%). The Gaming Journal is worth 50% of your total grade for the module.

If you would like feedback on your Gaming Journal, you must submit a stamped, self-addressed envelope either to the Module Leader, or to Peggy Bayford in B1/12, at any time before the assignment deadline.

Advice: Although your Gaming Journal will not be marked until Week 6 of the module, it is strongly recommended that you complete your entries on a weekly basis, whilst the class discussions and your background reading are fresh in your mind.

As well as working through the exercises in class and contributing to the group discussions, you will also find it useful to undertake some background reading (see the Bibliography, p. 8). This will help you to understand the different ideas and theories and to work out how they apply to digital gaming.

When writing the entries for your Gaming Journal you are not expected to adhere to the same rigorous writing standards that you will employ in your Essay: spelling, grammar, referencing, etc. are not as important here as your ability to think through the significance of what you have learnt in class and experienced whilst gaming.

In order to pass the assignment it is vital that you fulfil the Assessment Criteria. The Assessment Criteria for the Gaming Journal are provided on p. 12.

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Proportion: 50%Length: 1500 words (+/-10%)Learning Outcomes: KU i, ii, iii; P/DS i; G/TS i, ii, iiiSubmission: onlineDeadline: 12.30pm, Friday 09.03.07 (Week 6)

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EssayObjective: The objective of the Essay is to allow you to explore in greater depth an aspect of digital gaming which particularly interests you.

Brief: In Week 6 you will be provided with a number of essay titles concerning different aspects of digital games. You must choose a title and write an essay of 1500 words (+/-10%). Your essay must include a list of references (Harvard Style). It must be word-processed, with clearly numbered pages and a word count at the end. Do not place pages inside individual pockets of a folder. Make sure that your name and student number, as well as the module number (U75105), are clearly visible on the front page of the essay. The Essay is worth 50% of your total grade for the module.

You may, if you wish, design your own essay title, but if you do so you must have it approved by the module tutor before starting.

If you would like your Essay returned with feedback, you must submit with it a stamped, self-addressed envelope large enough to hold the assignment.

Advice: Recommended reading, selected from the Bibliography (see p. 9 and the Module Website), will be provided with each essay title. You should start your reading by looking at these texts, although you will need to select additional texts for yourself from the Bibliography and elsewhere.

Unfortunately it is not possible for me to read early Essays drafts. However, I am always happy to arrange a tutorial to discuss your ideas.

In order to pass the assignment it is vital that you fulfil the Assessment Criteria. The Assessment Criteria for the Essay are provided on p. 13.

Proportion: 50%Length: 1500 words (+/-10%)Learning Outcomes: KU ii, iii; P/DS ii; G/TS ii, iii, ivSubmission: B1/12Deadline: 12.30pm, Friday 27.04.07 (Week 11)

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