The goal of this course is to give students in-depth knowledge of game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. The students will learn how to use the concepts of game, play, and playfulness as a tool for the analysis of contemporary digital media practices, communication technologies, and digital culture as such. In terms of methods, this course combines textual analysis (of new media objects including games), cultural studies (focusing on play and playfulness), analytical game design (using experimental design practices to explore game/play-related research questions) and discourse analysis. Moreover, the course will prepare students to reflect on game and play-related practices in relation to their social, cultural, and political context.
The course provides an overview of how game and play studies can be used in and are linked with digital media practices, such as the design of games and play, the ecology of the (Dutch) gaming industry, and the practice of research we conduct at Utrecht University. Examples of topics explored within this course are: ludification and gamification of practices, organizations, products, and services; serious gaming in social, educational, and political settings; and playful identity construction. All these aspects will be approached both through critical engagement with the on-topic literature and through practical assignments that require students to work creatively with these scholarly perspectives.|
Design-based research that connects theory with practice; guest lecturers; in-course critical engagements with current issues and debates in the working field.
|Er moet voldaan zijn aan de cursus:|
|- Mastercursussen Geesteswetenschappen (||200501100||)|
Voorkennis kan worden opgedaan met
|General knowledge of and insight in debates and practices in the field of media studies.|
Bronnen van zelfstudie
|Any BA course with a cultural, sociological, or philosophical focus on media and/or communication.|
|- Salen, Katie & Eric Zimmerman (eds.). 2006. The Game Design Reader: A Rules of Play Anthology. Cambridge: The MIT Press.|
- Wolf, Mark J.P. & Bernard Perron (eds.). 2014. The Routledge Companion to Video Game Studies. London: Routledge.
- Fernández-Vara, Clara. 2014. Introduction to Game Analysis. London: Routledge.
- Lankoski, Petri & Bjork, Staffan (eds.). 2014. Game Research Methods: An Overview. ETC Press.
|Verplicht materiaal-Aanbevolen materiaal|
|Egenfeldt-Nielsen, Simon, Jonas Heide Smith & Susana Pajares Tosca. 2015. Understanding Video Games (3rd ed.). London: Routledge.|
AlgemeenThe course will consist of seminars that combine lecture elements, critical discussion of course literature and research exercises that students conduct in groups.
Voorbereiding bijeenkomstenTo prepare for seminar sessions, students need to read the mandatory course literature and be prepared to discuss it and apply it to selected cases. In one session, students will give a work-in-progress presentation of their research project and prepare visual material to illustrate it.
Bijdrage aan groepswerkStudents will conduct research exercises in groups of 2-3 and either present and discuss the results in class or briefly summarize them in writing. Moreover, students are expected to actively provide feedback on their peers' projects.
BeoordelingStudents are graded on their ability to 1) gain specialized knowledge of and insight into game, play, and media studies, 2) independently identify, analyse, and criticize relevant research problems that relate to current debates in both media theory and media practice, and 3) present their findings to an audience composed of specialists as well as non-specialists in written and oral forms of academic expression.
DeadlinesTo be announced.