Module 1: Video Games (8/23-9/27)

Keywords: Serious Games, Media Ecosystem, Extension
This module explores how play works in video games, as well as the various non-entertainment purposes of contemporary games.

Featured Image: Screenshot of Super Mario Brothers by Shigeru Miyamoto.

Schedule

Assignments Are Due On Date Listed. Schedule May Change with Notice from Me

Class Topics / Theme In-Class Learning Experiences Texts Due Assignments Due
T: 8/23 What is DTC? Draw Your Friend

Course Overview

Th: 8/25 What are videogames? Think Pair Share: What does Digital Culture mean to you? Do you play video games? Do you consider yourself a gamer? or part of Video Game Culture? Why / Why not?

Workshop: Reading critically and preparing for a class discussion.

Images: Pictures of video game arcades.

David Sudnow, “Memory” from Pilgrim in the Microworld.
T 8/30 What can we learn from videogames? Introduce Project 1 and get into groups.

Play: Tetris, First-Person Tetris.

Workshop: Introduction to WordPress.

Ian Bogost, “Introduction: Media Microecology.” How to Do Things with Videogames. Download “Pokemon Go” for Thursday. Download STEAM , join Twitch and get anything you need to play the game you chose.
Th 9/1 Are videogames addictive? Play: Pokemon Go

Students Teach the Professor: Why is Pokemon Go a good game? How can Prof. Whitson learn to do better at the game?

Workshop: Let’s Play Videos.

Bogost, “Habituation” How to Do Things with Videogames.

Lisa Eadicicco, “Psychology Experts Explain Why…”

Collaborative Play: Play / Record with your group members before class.
T 9/6 Can videogames help us understand other people? Think, Pair, Share: What’s Your Favorite Game? Your Least Favorite? Why? What makes a game good?

Play: Passage, Darfur is Dying, Phone Story

Time in Groups to Plan First Presentation.

Bogost, “Art,” and “Empathy” How to Do Things with Videogames.

Collaborative Play: Continue playing your game.
Th 9/8 Present Groups present 1) basic concept; 2) major rules; 3) Parts of the game.

Prof. Whitson and rest of class offer advice.

No reading. Be ready to present. Cooperative play.
T 9/13 Can games be used for branding and marketing? Play: Disaffected!, Tax Evaders

Discussion: How does streaming add to the gaming experience?

Time in Groups to Plan Second Presentation.

Bogost, “Branding” and “Electioneering” How to Do Things with Videogames. Cooperative play: Finish as much of your game as you can.

Post first blog to course website by midnight.

Th 9/15 Present Groups present on changes they’ve made since the previous presentation. Also, present paper prototypes of board game. No reading. Be ready to present.
T 9/20 Can videogames habituate us to violence? Play: Diner Dash, Drop7

Meditation Exercise.

Bogost, “Drill” How to Do Things with Videogames.
Th 9/22 NO CLASS, Meet with Your Groups to Finish Video Game Project.
T 9/27 Meet in the CDSC and Play Games! No readings, Play Games

Project 1: Games

DUE: 9/27/2016
Presentations: 9/8 and 9/15

Objectives: Create a fun game that uses play and game mechanics to demonstrate an argument or idea.

Determine: One text we’ve read, one game we’ve played, or some ideas in class that you want to embody in a game.

Translate: Ideas into rules, play-pieces, movements, and questions.

Write and Revise: Rules will evolve with presentations & revision.

Group-work: 2 members determine materials / shapes for the game; 2 members research Qs and As; 2 members create the rule guide.

Examples: What would a board game version of “Darfur is Dying!” look like? How do you create a board game that embodies the ideas about media and technology we discussed.

Grading: Group Grade — Assigned by me. Individual grades — Assigned by group consensus and negotiation w/ each other. Every member will create a bulleted list of the things they contributed in a message to me. If there are large discrepancies, and if 1 member in particular is doing nothing, I’ll reassign grades accordingly. NOTE: I don’t want you to be overstressed about having everyone do equal work, I just want a mechanism for dealing with members who do nothing.

Rubric (75 pts for Design, Purpose; 50 pts for Difficulty)

Needs Work Criteria Exceeds Standards
Design and Creativity: Clarity of directions for the game and eloquence of overall visual design.
Purpose: The game communicates a specific idea from the course in its play through.
Difficulty: Difficulty is of an appropriate level.