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  1. Week 1 - Video Game Ontology: Cybertexts and Holodecks 9 items
    1. Playing: Tron (Midway games, 1982)

    2. Watching 2 items
      1. Tron - Steven Lisberger 2002 (videorecording)

        Audio-visual document Essential reading

      2. Tron - Steven Lisberger 1982

        Audio-visual document Essential reading Sign in using Brunel

    3. Required reading 3 items
      1. Hamlet on the holodeck : the future of narrative in cyberspace

        Chapter Essential reading Read Chapter 2, pp 33-79, ‘Harbingers of the Holodeck’.

      2. Hamlet on the holodeck : the future of narrative in cyberspace

        Chapter Essential reading ‘Immersion’, pp. 123-158.

      3. Cybertext : perspectives on ergodic literature

        Chapter Essential reading Read Chapter 2, pp 24-41, ‘Problems in Computer Semiotics’, and pp 41-51, ‘Textuality, Nonlinearity, and Interactivity’.

    4. Further reading 3 items
      1. The Video Game Explosion

        Chapter Recommended reading pp. 2–28.

      2. Interactive Fiction: A New Literary Genre? - Richard Ziegfeld 24/1989

        Article Recommended reading

      3. The Routledge Companion to Video Game Studies

        Chapter Recommended reading Lory Landy, ‘Interactivity’, pp. 173–184.

  2. Week 2 - Play and its Boundaries 6 items
    1. Playing: Pokemon Go (Niantic, 2016)

    2. Required reading 3 items
      1. Homo ludens : a study of the play element in culture

        Chapter Essential reading Read Chapter 1, pp 1-27, Johan Huizinga, ‘The Nature and Significance of Play as Cultural Phenomenon’. Alternative editions are in stock at the same shelf mark.

      2. Play Matters

        Chapter Essential reading Miguel Sicart, ‘Play Is’, pp. 1–34.

    3. Further reading 2 items
      1. The Ambiguity of Play

        Chapter Recommended reading read chapter 1 pp. 1-17 Brian Sutton Smith, ‘Play and Ambiguity’

      2. The Ambiguity of Play

        Chapter Recommended reading 'Conclusions’, pp. 214-232

  3. Week 3 - (Video) Games and Players 10 items
    1. Playing: Warframe (Digital Extremes, 2013)

    2. Required reading 4 items
      1. Man, Play and Games

        Chapter Essential reading Roger Caillois, ‘The Definition of Play’ and ‘The classification of Games’, pp. 1–36.

      2. Man, Play and Games

        Chapter Essential reading read chapter 2 pp 11-35 ‘The classification of Games’

      3. Half-Real: games between real rules and fictional worlds

        Chapter Essential reading Read Chapter 2, pp 23-54, Jesper Juul, ‘Video Games and the Classic Game Model’.

      4. Cheating: gaining advantage in videogames - Mia Consalvo 2009

        Book Essential reading ‘To Cheat or not to Cheat: is that even the question?’, ‘Gaining Advantage: How Videogame Players Define and Negotiate Cheating’,pp. 19, pp. 83–106.

    3. Further reading 5 items
      1. The Grasshopper: Games, Life and Utopia

        Chapter Recommended reading pp. 1–41; alternative editions are in stock at the same shelf mark.

      2. The Grasshopper: Games, Life and Utopia

        Chapter Recommended reading Read chapter 1 pp. 3-10 Death of the Grasshopper

      3. The Grasshopper: Games, Life and Utopia

        Chapter Recommended reading read chapter 2 pp 12-18 Disciples

      4. Reality is broken: why games make us better and how they can change the world - Jane McGonigal 2011

        Book Recommended reading ‘The Rise of Happiness Engineers’, ‘More Satisfying Work’ and ‘Fun Failure and Better Odds of Success’, pp. 35–76.

      5. Videogames

        Chapter Recommended reading ‘Definitions', pp. 8-26.

  4. Week 4 - Abstraction, Photorealism and Hyperrealism 5 items
    1. Playing: Hotline Miami (Dennaton Game, Microsoft Windows, 2012); Grand Theft Auto IV (Rockstar North, Micorsoft Windows, 2008)

    2. Required reading 2 items
      1. The video game theory reader

        Chapter Essential reading Mark J. P. Wolf, ‘Abstraction in the Video Game’, pp. 47–65.

      2. Visual digital culture: surface play and spectacle in new media genres - Andrew Darley 2000

        Book Essential reading Andrew Darley, ‘On formality in contemporary visual culture’, ‘Eco and Jameson: repetition and surface’, ‘Computer animation: second-order realism’, ‘Computer games: into the image?’, ‘Simulation rides: the almost motionless voyage’, ‘Interactivity and immersion as mass entertainment’, pp. 58–72, 82–87, 147–166.

    3. Further reading 2 items
      1. Social Realism in Gaming - Alexander Galloway 2004

        Article Recommended reading

  5. Week 5 - Simulation and Procedurality 5 items
    1. Playing: This War of Mine (11 bits studios, Microsoft Windows, 2014)

    2. Required reading 2 items
      1. Persuasive Games: the expressive power of video games

        Chapter Essential reading Ian Bogost, ‘Procedural Rhetoric’, pp. 1–64.

      2. Against Procedurality - Miguel Sicart 2011

        Article Essential reading

    3. Further reading 2 items
      1. The video game theory reader

        Chapter Recommended reading Gonzalo Frasca, “Simulation vs Narrative: Introduction to Ludology”, pp. 221–236.

      2. Unit Operations : An Approach to Videogame Criticism

        Chapter Recommended reading Ian Bogost, “Unit Operations”, “Structuralism and Computation” and “Humanism and Object Technology”, pp. 1–30.

  6. Week 6 - Performance and Configuration 5 items
    1. Playing: Gone Home (The Fullbright Company, 2013)

    2. Required reading 2 items
      1. Computers as theatre

        Chapter Essential reading Read Brenda Laurel “The Six Elements and the Causal Relations Among Them”, pp. 49–65.

      2. The video game theory reader

        Chapter Essential reading Markku Eskelinen and Rahnhild Tronstad, ‘Video Game and Configurative Performances’, pp. 195–220.

    3. Further reading 2 items
      1. First Person - New Media as Story Performance and Game

        Chapter Recommended reading Read Michael Mateas, ‘A Preliminary Poetics of Interactive Drama and Games’, pp. 19– 33.

      2. The Routledge Companion to Video Game Studies

        Chapter Recommended reading Michael Nitsche, ‘Performance’, pp. 388–395.

  7. Week 7 - Effective Learning Week; no lectures/seminars/labs should be scheduled for this week.

  8. Week 8 - Issues of Authorship: Design and Agency 9 items
    1. Playing: Metal Gear Solid V: The Phantom Pain (Konami, 2015

    2. Required reading 4 items
      1. The art of computer game design - Chris Crawford c1984

        Book Essential reading read ‘Preface’

      2. The Game Design Sequence

        Chapter Essential reading Read Chapter 4, pp 59-75, ‘The Game Design Sequence’

      3. The art of computer game design - Chris Crawford c1984

        Book Essential reading read ‘Design Techniques and Ideals’.

    3. Further reading 4 items
      1. The Routledge Companion to Video Game Studies

        Chapter Recommended reading Richard Rouse III, ‘Game Design’, pp. 81–90.

      2. Image, Music, Text

        Chapter Recommended reading Ronald Barthes, ‘The Death of the Author’, pp. 142–148.

      3. Design Dictionary; Perspectives on Design Terminology

        Chapter Recommended reading Katie Salen, ‘Game Design’, pp. 185–188.

      4. Videogame, player, text

        Chapter Recommended reading Read Chapter 6, pp 101-119, Tanya Krzywinska, ‘Being a determined agent in (the) World of Warcraft: text/play/identity’.

  9. Week 9 - Aesthetics and Action 5 items
    1. Playing:

       

      Super Breakout (Atari, 1978) https://www.atari.com/arcade#!/arcade/atari-promo
       
      Candy Crush (King, 2012) https://king.com/play/candycrush

    2. Required reading 2 items
      1. Gaming: essays on algorithmic culture

        Chapter Essential reading Alexander Galloway, ‘Gamic Action, Four Moments’, pp.1–38.

    3. Further reading 2 items
      1. The Routledge Companion to Video Game Studies

        Chapter Recommended reading Grant Tavinor, ‘Art and Aesthetics’, pp. 59–66.

      2. Aesthetic theory and the video game

        Chapter Recommended reading ‘The Aesthetic Approach’, pp. 10–47.

  10. Week 10 - Space and Architecture 5 items
    1. Playing: The Witness (Thekla, Inc., 2016)

    2. Primary Reading: 2 items
      1. Video game spaces: image, play, and structure in 3D game worlds - Michael Nitsche c2008

        Book Essential reading ‘Architectural Approaches’, ‘Examples of Spatial Structures in Game Spaces’ and ‘Virtual Spaces, pp. 159–202.

      2. First person: new media as story, performance, and game

        Chapter Essential reading Read Henry Jenkins, ‘Game Design as Narrative Architecture’, pp. 118–130.

    3. Further reading 2 items
  11. Week 11 - Time and Repetition 15 items
    1. Playing: Braid (Number One, 2008)

    2. Required reading 2 items
      1. First person: new media as story, performance, and game

        Chapter Essential reading Jesper Juul, ‘Introduction to Game Time’, pp. 131–142.

      2. Time in Video Games: Repetitions of the New - Miglena Nikolchina 2017-12-1

        Article Essential reading

    3. Further reading 2 items
      1. The Medium of the Video Game

        Chapter Recommended reading ‘Time in the Video Game’, pp. 77–92.

    4. Week 12 - Review and Essay Planning

    5. Supplementary reading 9 items
      See also the week-by-week Further Reading section.
      1. Understanding video games: the essential introduction - Jonas Heide Smith, Simon Egenfeldt-Nielsen, Susana Pajares Tosca, Simon Egenfeldt-Nielsen 2013 (electronic resource)

        Book Other reading

      2. Introduction to game analysis - Clara Fernandez-Vara 2015 (electronic resource)

        Book Other reading

      3. An introduction to game studies: games in culture - Frans Mayra 2008 (electronic resource)

        Book Other reading

      4. Understanding digital games - Jason Rutter, Jo Bryce 2006

        Book Other reading

      5. The video game theory reader - Mark J. P. Wolf, Bernard Perron 2003

        Book Other reading

      6. The video game theory reader 2 - Bernard Perron, Mark J. P. Wolf 2009 (electronic resource)

        Book Other reading

      7. The routledge companion to video game studies - Bernard Perron 2014 (electronic resource)

        Book Other reading

      8. Rules of play: game design fundamentals - Katie Salen Tekinbas, Eric Zimmerman c2004

        Book Other reading

      9. The game design reader: a rules of play anthology - Katie Salen Tekinbas, Eric Zimmerman c2006

        Book Other reading

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