Course: Introduction to the Analysis of Computer Games

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Course title Introduction to the Analysis of Computer Games
Course code KAJ/CGABE
Organizational form of instruction Lesson
Level of course Bachelor
Year of study not specified
Semester Winter and summer
Number of ECTS credits 2
Language of instruction Czech
Status of course Compulsory-optional
Form of instruction Face-to-face
Work placements Course does not contain work placement
Recommended optional programme components None
Course availability The course is available to visiting students
Lecturer(s)
  • Palatinus Dávid Levente, Ph.D.
Course content
Topics to be covered: During the course, transmediality and media convergence will constitute central points of departure. After a brief historical overview of the evolution of video games, we'll look at basic concepts of ludology (game studies) and algorithmisation. We will examine how storytelling functions as a driving mechanism for gameplay, discuss elements of world building, investigate immersive gaming, and the narrative, economic, (visual) aesthetic as well as political aspects of gaming. The course will also investigate the cognitive and emotional dimensions of gaming and gamification as a learning as well as representational process - with special emaphsis on hapticity and proprioception in the context of virtual and augmented realities, as well as on the dynamics of various audience demographics. Compulsory readings for the module will be supplemented with references from popular culture and sources from visual media.

Learning activities and teaching methods
unspecified
Learning outcomes
Aims: This course offers insight into the world of gaming from a number of interconnected perspectives. Students will study the history games and game design, media convergence, gameplay and immersive experiences, game archytecture, fandom and gaming communities. Participants will also gain knowledge about cultural practices around game cultures, as well as their political and economic aspects. Our purpse is to understand how video games constitute a major mode of communication and a form of popular culture and entertainment. Topics to be covered: During the course, transmediality and media convergence will constitute central points of departure. We will examine how storytelling functions as a driving mechanism for gameplay, discuss elements of world building, investigate narrative, economic, (visual) aesthetic as well as political aspects of gaming, and critically assess representations of race and gender. The course will also investigate the cognitive and emotional dimensions of gaming and gamification as a learning as well as representational process - with special emaphsis on hapticity and proprioception in the context of virtual and augmented realities. Compulsory readings for the module will be supplemented with references from popular culture and sources from visual media. Intended Learning Outcomes: Students will acquire knowledge and understanding of - the socio-cultural and historical context within which video game studies emerged - the transformation and continuity of trends,, ideas, approaches and concepts related to the critical study of video games - key terminology of game studies Intended Skills Outcomes: - developing a responsive and critical attitude towards phenomena relates to video games as culture and media - using theoretical concepts productively - producing independent research agendas both in quantitative and qualitative terms - understand the basics of world building and modular logic accross media - understanding how key players operate in the game industry Teaching Methods: Seminars: Seminar work will be based on students' engagement with theories and concepts introduced, and hands-on encounter with specific game contents. Students will be required to work on projects both independently and in cooperation - and to present their findings in the seminars.
Intended Learning Outcomes: Students will acquire knowledge and understanding of - the socio-cultural and historical context within which video game studies emerged - the transformation and continuity of trends,, ideas, approaches and concepts related to the critical study of video games - key terminology of game studies Intended Skills Outcomes: - developing a responsive and critical attitude towards phenomena relates to video games as culture and media - using theoretical concepts productively - producing independent research agendas both in quantitative and qualitative terms - understand the basics of world building and modular logic accross media - understanding how key players operate in the game industry
Prerequisites
unspecified

Assessment methods and criteria
unspecified
Students collect a total of 100 course points from the following items: 1. active participation in classroom discussions: 30 points 2. brief test on basic theoretical concepts, trends and questions in game studies: 20 points 3a. Project work: 50 points (if a project work is chosen, it can contain a creative element that can comprise: - a rudimentary game design in terms of a) concept of game or b) visual artwork / fan art for a new game or an existing game c) character description for a new game or d) narrative for a specific mission (a new mission for an existing game or a mision for a newly proposed game), e) description of a potential application of any game design in an educational context) OR 3b. Seminar work: 50 points (this can be: a portfolio, or a scholarly analysis of a specific game or a comparative analysis of two games, or an analysis of a specific trend, direction, phenomenon related to gaming, or audience research [including scholarly analyses of paraphernalia, fan art, etc.)
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