Game 600-002 Hudson

advertisement
Computer Game Design Program
College of Visual and Performing Arts
GAME 600—Research Methodologies
Instructor: Seth Hudson
Office: AB 2002
Office Hours: W 10:30—12:30
Phone: 993-5734 (for apt.)
3 Credit Hours
Lecture: M 4:30-7:10PM
Room: Robinson B 210
Fall 2014
shudson3@gmu.edu
Prerequisite: Admittance to the MA Game Design Program or permission of instructor
Required Texts:
Fernandez, Vara, C. (2014). Introduction to Game Analysis. New York: Routledge.
Mayra, F. (2008). An Introduction to Game Studies. London: Sage. (eBook available)
Newman, J. (2004). Videogames, 2nd. Ed. New York: Routledge
Smith, J., Egenfeldt-Nielsen, S., & Tosca, S. (2013). Understanding Video Games : The
Essential Introduction. New York: Routledge. (eBook available)
***Other readings available online as ebooks or pdf***
Course Description:
This graduate seminar focuses on development of independent research projects
in game design, theory, philosophy, criticism and production. Explores principal methods
of researching, exploring, and documenting game design and contemporary and historic
practice. Along with traditional methods of library research, this course emphasizes new
processes of examination and investigation through the use of computer-aided research
systems and techniques. Students will research and write a publishable paper following
best practices in their chosen field. Assigned readings in the class will be augmented and
supported by visual presentations, game play, guest lecturers and field trips.
Objectives:
To build student awareness about the contemporary research tools and technique
available to pursue academic research, as well as about current and historical trends in
‘serious’ and entertainment game theory, philosophy, and criticism.
Requirements and Evaluation:
At each class meeting, students should be prepared to discuss the assigned
readings. Additional out-of-class viewings and game play will be assigned. The assigned
readings, visual materials, and games will be either reserved at the Johnson Center
Library, or in the Game Program Library.
MAJOR PROJECT (40% of Total Grade)
At mid-term, each student is required to present a10-page paper (APA, doublespaced), or create a multimedia artifact equal in content that reflects upon, explores, or
further examines the theories, issues, and ideas discussed during the first eight weeks of
the semester. In preparation for the midterm project, regardless of the medium selected,
students are required to provide a 15-minute presentation of their proposed work in the
fourth week of the semester. This mid-term presentation will examine the critical,
historical, and theoretical issues that the student explored in their mid-term project. In the
forth week of the semester, students will prepare the project or paper proposal for
approval by the instructor. The proposal must include a draft of your annotated
bibliography, citing no fewer than 8 sources. All papers submitted and presented must be
in APA format (unless specific submission specifications dictate otherwise) and executed
in near-flawless standard written English.
By the end of the semester, all students are required to further their research via a
20-page paper addressing the theories, issues and ideas presented in the reading
assignments and video screenings from the semester. In the final two classes, students
will give a 20-minute presentation and discuss the political, cultural, art historical, and/or
theoretical content of their paper. The instructor will provide extensive guidance and
advice for each student throughout his or her research and presentation.
Students should also find a relevant publication for their paper, preparing
submission materials for the actual journal/publication.
JOURNAL REFLECTIONS (20%)
Students are required to submit a total of FIVE journal entries to the professor.
These journal entries should be two pages in length, addressing the specific prompt of the
assignment while showing engagement with course texts in addition to personal
reflection.
LECTURE SESSION (20%)
All GAME 600 students will plan and lead a lecture during the semester. Lecture
leaders are required to provide an outline of the discussion points, with sample discussion
questions, in addition to any standard presentation materials (PDF, video clips, etc.). All
materials are due to the instructor no later than 24 hours before the planned session.
Lectures will be assessed through instructor and participant feedback. Post lecture,
students should schedule a consultation with the instructor.
COURSE PARTICIPATION (20%)
In-class meetings and online collaboration are a major part of our endeavor. Inclass work will include collaborative, multimedia research projects.
Grade
% Points
A+
99-100
A
94-98
A90-93
B+
88-89
B
84-88
B80-83
* Although a B- is a satisfactory grade for a course, students must maintain a 3.00
average in their degree program and present a 3.00 GPA on the courses listed on the
graduation application.
Recommended Texts:

Note: When possible we will utilize ebooks from university libraries. Some other
readings may be distributed as PDF files on Bb.
Barry, P. (2009). Beginning theory: An introduction to literary and culture theory (2nd
ed.). Manchester, UK: Manchester University Press.
Beardsley, M. C. (1981). Aesthetics: Problems in the philosophy of criticism.
Indianapolis, IN: Harcourt Publishing Company, Inc.
Benjamin, W. (2010). ThewWork of art in the age of mechanical reproduction.
CreateSpace Independent Publishing Platform (online)
Bogost, I. (2008). Unit operations: An approach to videogame criticism. Cambridge,
MA: MIT University Press.
Cage, J. (1973). Silence: Lectures and writings. Middletown, CT: Wesleyan University
Press.
Cassell, J. & Jenkins, H. (1998). From barbie to mortal combat: Gender and computer
games. Cambridge, MA: MIT Press
DeBord, G. (1999). Society of spectacle. New York, NY: Zone Books
Harland, R. (2003). New accents: Superstructuralism. New York, NY: Routledge.
Hoglund, J. (2008). Electronic empire: Orientalism revisited in the military shooter.
Game studies: The international journal of computer game research (8,1).
Retrieved from http://gamestudies.org/0801/articles/hoeglund.
Kline, S. (2003). Digital play: Interaction of technology, culture, and marketing.
Quebec, CA: McGill-Queen’s University Press
Lovejoy, M. (1989). Digital currents: Art in the electronic age. New York, NY: UMI
Press.
Marx, K. (2013). Wage-labour and capital. New York, NY: Hard Press.
Nel, P. (2002). The Avant-garde and American postmodernity: Small incisive shocks.
Jackson, MS: University of Mississippi Press.
Pacey, A. (1983). The Culture of Technology. Cambridge, MA: MIT Press
Rand, A. (1986). Capitalism: The unknown ideal. New York, NY: Penguin Publishing.
Ruch, A.W.
(2012). Grand theft auto IV: Liberty city and modernist literature. Games
and Culture, vol. 7, 331-348. Retrieved from
http://gac.sagepub.com/content/7/5/331.full.pdf+html
Tisdall, C. (1985). Futurism (world art library). New York, NY: Thames & Hudson
Walker, J.A. (2001). Art in the age of mass media (3rd ed.). London, UK: Pluto Press
Download