Summer 2008
2120 Vilas Hall
1:10pm-4:10pm Mon-Thu
June 16 - July 10
Far from the days of “Pac Man Fever,” video,
computer, and internet games are now a significant mass communication
industry — a $6 billion/year market involving the largest of
computer and media companies, from Microsoft to Sony. Today’s
games are enmeshed in controversial claims over their contributions
to violence and stereotyping, lawlessness and addiction. But they
are just as often hailed as tools for education and moral choices,
community-building and artistic production. And even consumers who
never play a video game are subject to a gaming aesthetic that permeates
not only television advertising and cinematic entertainment, but
even the nightly news of war and politics.
In this course, students
critically examine the history, theory, and political economy of
video, computer, and internet gaming in mass communication. The course
involves both traditional lecture and discussion, reading and writing,
as well as plenty of hands-on experimentation and even a little game
playing itself. Students will be expected to read about six articles
per week, write four short papers over the course of the term, contribute
regularly to a class weblog, and perform four
hands-on game-related assignments.
Grading
| |
|
SCALE |
| |
A |
90 - 100 |
| |
AB |
85 - 89 |
| |
B |
75 - 84 |
| |
BC |
70 - 74 |
| |
C |
60 - 69 |
| |
D |
50 - 59 |
| |
F |
0 - 49 |
Your grade in this course is made up of 100 points
as follows:
- Attendance and participation. 10 points.
- Four 1000-word writing assignments (10 points each). 40
points.
- Four hands-on gaming assignments (5 points each). 20 points.
- Weekly weblog comments of critical reactions to each reading (5
points each week). 20
points.
- Two oral presentations on the readings (5 points each). 10
points.
There is no final exam for this class.
Texts
to purchase
There is no textbook for this course. Instead, we will read key articles
on video game studies. We
have produced a xeroxed (non-profit) "reader" for you to
purchase from ASM Student Print containing most of these articles.
The reader should cost about $30, which is 1/4 the cost of a standard
textbook. You
can expect about 50 pages of reading (two articles) each day.
UW-Madison students may also download
any of the required or optional readings as PDF files (you will
need your standard UW NetID login and password to enter) by clicking
on these icons: 
NB: These articles were not chosen to be “unbiased” texts
or to be the final word on how games do (or should) function
in society. Rather, I have picked these articles with three goals in
mind: they are readable and interesting while still scholarly; they
are relevant to current events; and, often, they are polemical in that
they argue for a particular interpretation of the world which you may
choose to agree with or to disagree with.
Special
needs
Persons with disabilities are to be fully included
in this course. Please let me know if you need any special accommodations
to enable you to fully participate. I will try to maintain confidentiality
of the information you share with me. To request academic accomodations,
please register with the McBurney
Disability Resource Center.
Academic
honesty
Academic honesty requires that the course work a student
presents to an instructor honestly and accurately indicates the student's
own academic efforts. If you are unsure about what qualifies as academic
dishonesty, please consult the Academic
Misconduct Guide for Students. Two points in particular to
keep in mind:
- copying or paraphrasing material from books, articles,
or web pages without proper quotation and citation is plagiarism
- copying or paraphrasing material from fellow students is
plagiarism
Please remember that any plagiarism
may be sufficient grounds for failing a student in the entire course.
Classroom
respect
The UW-Madison is committed to creating a dynamic,
diverse and welcoming learning environment for all students and has
a non-discrimination policy that reflects this philosophy. Disrespectful
behaviors or comments addressed towards any group or individual, regardless
of race/ethnicity, sexuality, gender, religion, ability, or any other
difference is deemed unacceptable in this class, and will be addressed
publicly by the professor.
Military
call-ups
We recognize that those students serving in the armed
forces may be called to active duty at any time. The university
has posted guidelines
for students who are called to duty detailing options for withdrawing
from, dropping, or completing courses. In general, students called
to military service may receive credit for this class if leaving after
the midway point of the course, at the discretion of the instructor,
based on the student's earned grade up to the time of departure.
About
the instructor
Greg
Downey <gdowney @ wisc.edu> is an associate
professor with a 50 percent appointment in the School of Journalism
and Mass Communication and a 50 percent appointment in the School
of Library and Information Studies. His teaching and research
both center on the history and geography of information and communication
technology and the often hidden human labor behind it.
Downey joined the UW faculty in 2001. He holds a B.S.
and M.S. in computer science from the University of Illinois, Champaign-Urbana,
an M.A. In liberal studies from Northwestern University, and a joint
Ph.D. in history of technology and human geography from the Johns Hopkins
University. Before coming to Madison, Downey spent a year as a postdoctoral
fellow in the Department of Geography and the Humanities Institute
at the University of Minnesota, Twin Cities.
His industry experience as a computer analyst includes
three years at the Leo Burnett advertising agency in Chicago, and three
years at Roger Schank’s Institute for Learning Sciences at Northwestern
University (where he did what would, today, be called "game design").
He has held short-term volunteer positions with both the Center for
Neighborhood Technology in Chicago and the Community Information Exchange
in Washington D.C. And
he used to draw a daily comic strip when he was an undergraduate, believe
it or not.
 Downey's
first book, Telegraph Messenger Boys: Labor, Technology, and Geography,
1850-1950, was published by Routledge in 2002. His second
book, Closed captioning: Subtitling, stenography, and the digital
convergence of text with television, was published by Johns Hopkins
in 2008. He is currently working on his third book, a history
and geography of library labor and technology in the US over the 20th
century.
And Downey has a Nintendo Wii of his own, upon which
his two kids regularly thrash him at Godzilla: Final Wars. |
Resources
Industry journals and associations
- Computer Gaming World (1981-1992). "[T]he
first magazine specifically dedicated to computer games."
- Consumer
Electronics Show. "The International CES remains a must for
gaming technology retailers and buyers. "
- Electronic Gaming Monthly. "The
1UP Network's family of websites connects gamers to their peers and
important gaming news and content at the speed of thought." (A
Ziff-Davis publication.)
- Entertainment Consumers Association.
A pro-gaming lobbyist group.
- Entertainment Software Association (ESA). "[T]he
U.S. association exclusively dedicated to serving the business and
public affairs needs of companies that publish video and computer games
for video game consoles, personal computers, and the Internet."
- Entertainment Software Rating Board (ESRB). A "non-profit,
self-regulatory body established in 1994 by the Entertainment Software
Association (ESA)" which
"assigns computer and video game content ratings, enforces
industry-adopted advertising guidelines and helps ensure responsible
online privacy practices for the interactive entertainment software
industry."
- The 400 Project. "[A]n
ambitious attempt to collect 'The 400 Rules of Game Design.' These
rules are being published in the column 'Better by Design' in
Game Developer magazine."
- Gamasutra. "[T]he
leading game development site since 1997, providing: Daily news about
the game industry; Original features and technical articles written
by industry professionals; The most comprehensive job board for game
developers on the web, and free resume storage for members; Directory
of game developers and companies providing services to game developers;
Directory of schools and training programs relevant to game developers."
- Game Developer Magazine. "[B]y
game developers, for game developers. No one in this industry can afford
to develop in a vacuum. When we share our individual knowledge and
experience, the whole industry benefits."
- Game World Network (formerly Gamer's
Depot). "Gameworld Network is owned and run by gamers just like
you. We don't have to worry about expressing exactly how we feel -
we tell it like it is!"
- International Game Developers Association (IGDA). "[T]he
largest non-profit membership organization serving individuals that
create video games."
- Tokyo Game
Show. "The Tokyo Game Show will act as a focal point for the
latest information in computer entertainment, attracting attention from
around the world."
- Videotopia. "[T]he
only accurate exploration of the art, science, and history of video
games in the world. The exhibit has become a resource for historians,
educators, and television & print
journalists from around the globe."
Academic journals and associations
- Association for Computer Machinery (ACM) Special
Interest Group on Simulation (SIGSIM). "Its mission is to
promote and disseminate the advancement of high quality state-of-the-art
in modeling and simulation across a broad range of interests."
- Center for Advanced
Research in Technology for Education (CARTE). "The
mission of the Center for Advanced Research in Technology for Education
(CARTE) is to develop new technologies for education and training,
and evaluate their effectiveness. We seek to create learning experiences
that are responsive to student needs, that are motivating and engaging,
and that promote deep learning."
- Convergence. "[A]n
international peer-reviewed academic journal which was set up in 1995
to address the creative, social, political and pedagogical issues raised
by the advent of new media technologies."
- Cracking
the Maze. "Game plug-ins
and patches as hacker art."
- Digital Games Research Association (DiGRA). "[T]he
association for academics and professionals who research digital games
and associated phenomena. It encourages high-quality research on games,
and promotes collaboration and dissemination of work by its members."
- Epistemic Games (UW-Madison). "The
epistemic games group is made up of researchers, educators, and game
designers at the University of Wisconsin-Madison. We are part of the
Learning Sciences area within the Department of Educational Psychology."
- First Monday. "[O]ne
of the first free, openly accessible, peer–reviewed journals
on the Internet, solely devoted to the Internet."
- Game Studies. "[A] crossdisciplinary
journal dedicated to games research, web-published several times a
year".
- Gameology. "[O]ur attempt
to interface our project with the growing group of scholars, academic
programs and websites that focus on Game Studies."
- Games + Learning +
Society (UW-Madison). "[A] collection of academic researchers,
interactive media (or game) developers, and government and industry leaders
who investigate how this medium operates, how it can be used to transform
how we learn, and what this means for society." See also their
wiki on educational gaming
resources.
- Games and Culture. "[A]
new, quarterly international journal that publishes innovative theoretical
and empirical research about games and culture within interactive media."
- International Journal
of Computer Games Technology. "The focus
will be on three research and development frontiers: first, to expand
the technology frontier in terms of both hardware and software for
games, second, to validate innovative procedures including algorithms
and architectures for games, and finally, to explore novel applications
of games technology both for entertainment and serious games."
- International
Journal of Gaming and Computer-Mediated Simulations. "[A]
peer-reviewed, international journal devoted to the theoretical and
empirical understanding of electronic games and computer-mediated
simulations."
- International Simulation
and Gaming Association (ISAGA). "[A]
virtual international organization for scientists and practitioners
developing and using gaming, simulations and related methodologies
(computerized simulation, policy exercises, role-play, experiential
exercises, play, case studies, structured experiences, game theory,
operational gaming)."
- Journal of Virtual Worlds Research. "[A]
transdisciplinary journal that engages a wide spectrum of scholarship
and welcomes contributions from the many disciplines and approaches
that intersect virtual worlds research."
- Joystick 101. "[A] blog
dedicated to studying games and gaming culture with a particular emphasis
on learning. It combines a great authoring community with a core of
authors from UW Madison’s Games, Learning, & Society Program
with an open community structure to allow broad particpiation."
- Ludology.org. "Ludology is the discipline that studies games,
play, toys and videogames. This blog has been published since May,
2001."
- Media Education Foundation.
A political activist and academic group, started by media
scholar Sut Jhally, concerned with corporate media effects on
youth.
- Simulation and
Gaming. "[T]he world's foremost scientific review
devoted to academic and applied issues in the fast-expanding field
of simulation/gaming."
- Social Impact Games. "The
goal of this site is to catalog the growing number of video and computer
games whose primary purpose is something other than to entertain. These
are also known as 'serious games.'"
Key books on game studies
- Van
Burnham, Supercade: A visual history of the videogame age,
1971-1984 (MIT Press, 2001).
- Diane
Carr et al., Computer
games: Text, narrative and play (Polity,
2006).
- Edward Castronova, Synthetic
worlds: The business and culture of online games (Chicago:
Univ. of Chicago Press, 2005).
- Heather Chaplin and Aaron Ruby, Smartbomb: The quest for art,
entertainment, and big bucks in the videogame revolution (Chapel
Hill: Algonquin Books, 2005).
- Julian
Dibbell, My tiny life:
Crime and passion in a virtual world (New York: Holt, 1998). Entire
book available as a free
download.
- Gary
A. Fine, Shared
fantasy: Role-playing games as social worlds (Chicago: Univ.
of Chicago Press, 1983).
- Tracy Fullerton, Game design workshop: A playcentric approach
to creating innovative games, 2nd ed. (Elsevier, 2008).
- Patricia
Marks Greenfield, Mind
and media: The effects of television, video games, and computers (Cambridge:
Harvard Univ. Press, 1984).
- J.C. Herz, Joystick
nation: How videogames ate our quarters, won our hearts, and rewired
our minds (Boston: Little, Brown & Co, 1997).
- Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter, Digital
play: The interaction of technology, culture, and marketing (Montreal:
McGill-Queen's Univ. Press, 2003).
- Janet Murray, Hamlet on the holodeck: The future
of narrative in cyberspace (New York: The Free Press, 1997).
- Lisa
Nakamura, Cybertypes: Race, ethnicity,
and identity on the Internet (New York: Routledge, 2002).
- Katie Salen and Eric Zimmerman, Rules of play:
Game design fundamentals (MIT Press, 2004).
- T.L. Taylor, Play between
worlds: Exploring online game culture (Cambridge: MIT Press,
2006).
- Sherry Turkle, Life
on the screen: Identity in the age of the Internet (1997)
Key edited volumes on game studies
- Jack
M. Balkin and Beth Simone Noveck, eds., The
State of Play: Law, Games, and Virtual Worlds (New York University
Press, 2006).
- Justine Cassell and Henry
Jenkins, eds., From
Barbie to Mortal Combat: Gender and computer games (MIT Press,
1998).
- Pat Harrigan and Noah Wardrip-Fruin, eds., Second
Person: Role-Playing and Story in Games and Playable Media (Cambridge:
MIT Press, 2007).
- Lucien
King, ed., Game on: The history and
culture of videogames (New York: Universe, 2002). Based
on a museum exhibition.
- Bill
Moggridge, Designing interactions (Cambridge, MA: MIT
Press, 2006). Includes interviews with many game and interface
pioneers.
- Joost
Raessens and Jeffrey Goldstein, eds., Handbook
of computer game studies (Cambridge, MA: MIT Press, 2005).
- Katie
Salen, ed., The ecology of games:
Connecting youth, games, and learning (Cambridge, MA: MIT Press,
2008). Freely
downloadable in an open
access edition.
- Katie
Salen and Eric Zimmerman, eds. The Game Design
Reader: A Rules of Play Anthology (Cambridge: MIT Press, 2006).
- Peter Vorderer and Jennings Bryant, eds., Playing
video games: Motives, responses, and consequences (Lawrence Erlbaum,
2006).
- Noah
Wardrip-Fruin and Nick Montfort, eds., The new media reader (Cambridge,
MA: MIT Press, 2003). Comes with a CD-ROM of legacy software.
- Noah Wardrip-Fruin and Pat Harrigan, eds., First
Person: New Media as Story, Performance, and Game (Cabridge, MA:
MIT Press, 2004).
- Mark J.P. Wolf and Bernard Perron, eds., The
video game theory reader (New York: Routledge, 2003).
Students who know of further resources should post
them to the class weblog, where the professor will consider them for inclusion on this
page.
You might also try searching for interesting gaming resources through
the usual suspects like Google and Wikipedia.
|
Schools out!
Thanks for a great class, everybody. I'll leave the weblog active for a few months in case anybody ever wants to post some more video game goodness here. Hopefully we'll get to run this course again at UW-Madison sometime! Cheers,
GREG
(Click here to comment.) Previous news from our course blog ...
Second LifeAll Bow Before the Accordion Thief
Click here to
post something new to the whole class. |
Week 1: History and theory of
video games |
JUN
16 |
Why study video games?
Introduction to the class. Meet
the professor and students.
Get your Blogger account. In
this class each student will use the Blogger service to create
a class weblog which students can contribute to as a sort of
reading diary. For each required reading, a different
student will be assigned to summarize the key points of that
reading on the weblog. Then, all the rest of the students
will post short critical reactions as "comments" under each
of these weblog entries. Thus each student will comment on
each reading over the course of the week. You might consider:
what arguments does the article make? what questions does it
raise? what do you think of the article? Critical reactions
only need to be a paragraph or two long; however, you should
write enough to demonstrate to the professor that you have
grappled with each reading. Each
week's reactions, for each article, are due on the weblog on Friday
by 5pm.
Assign students
to present the readings to the class. Each
day that there are readings due, one student will be
assigned to summarize each article on the main course weblog,
and present that article to the class in a 10-minute speech.
Your presentation to the class should not only highlight
the main claims of each article, but also make a claim of
its own; do you agree with the author's arguments? do
you trust the author's evidence? why or why not? In
other words, these need to be critical summaries that can
launch us into an interesting class discussion.
Hands-on
assignment for this week. Download
the "Multiple Arcade Machine Emulator" (MAME) for your
own computer (Windows
or Mac), install
a classic game ROM, and
play this game. Write a 250 word comment (one page, double-spaced)
on the course weblog about your experiences playing this game on
MAME, including a link to where you found the ROM. (Alternatively,
you may use the Stella Atari
2600 emulator and download a classic Atari 2600 ROM, or the Virtual
Apple site and play a classic Apple II computer game.) Due
Friday by 5pm.
Writing assignment for this week. Using
at least two primary sources from the period 1975-1985, write a
1,000 word essay (four pages, double-spaced) discussing how the
first video games were portrayed in the US media. You may use reports
from newspapers (New York Times, Chicago Tribune, Los Angeles Times),
articles from news magazines (Time, Newsweek, U.S. News and World
Report), or articles from other professional magazines (education,
library, gaming, electronics, or computer magazines). Many of these
primary sources are available in full-text versions online. Due
Friday by 5pm.
Play
time. Make a Mii on
our Nintendo Wii!
Optional reading.
- Henry Jenkins and Kurt Squire, "The art of contested spaces,"
in Lucien King, ed., Game on: The history
and culture of videogames (2002).

- Dmitri Williams, "The video game lightning rod: Constructions
of a new media technology, 1970-2000," Information, Communication,
and Society (2003).

- David Buckingham, "Studying computer games" in Diane
Carr et al., Computer games: Text, narrative and play (Polity,
2006).

- Constance A. Steinkuehler, "Why Game (Culture) Studies Now?" Games
and Culture (2006).

Explore further on your
own.
|
JUN
17 |
The rise and fall of video arcades
Film. The
Video Game Revolution (PBS). Part 1 - 60 min. "This
is the story of how a whimsical invention of the 1960s helped
spawn the computer industry as we know it. Video games have
influenced the way children live and play, forever altered
the entertainment industry, and even affected the way wars
are fought. See how it all began and find out what it means
for the future." Discuss afterward.
Reading.
- Patricia
Marks Greenfield, "Video
games," in Mind and media: The effects of television,
video games, and computers (Cambridge: Harvard
Univ. Press, 1984), 97-125 (~30 pages).
Ryan
- J.C.
Herz, "A la recherche
du arcades perdu [In search of the lost arcades]," in Joystick
nation: How videogames ate our quarters, won our hearts, and rewired
our minds (Boston: Little, Brown & Co, 1997), 43-59 (~15
pages).
Jo
Play time. Try out some classic arcade games.
Optional reading.
- Liz McGuinness, "Cities ponder what's in a game," Los
Angeles Times (1981-08-16).

- Gary Washburn, "Arcades win hearts of shopping mall operators," Chicago
Tribune (1983-03-20).

- Steven Malliet and Gust de Meyer, "The history of the video
game," in Joost Raessens and Jeffrey Goldstein, eds., Handbook
of computer game studies (2005).

Explore further on your own.
|
JUN
18 |
The rise and fall (and rise) of home video games
Guest
lecture. Greg Tracy,
President, Sharendipity. "Sharendipity
makes it easy for everyone to create new interactive media and
share it with the world. Through our fun drag & drop
tools, individual content elements can be shared Sharendipity's
point & click environment makes building games with your friends
fun and easy and reused throughout the community to build games
and other multimedia experiences without the need to program."
Reading.
- Stephen Kline, Nick Dyer-Witheford, and Greig de
Peuter, "Origins
of an industry: Cold warriors, hackers, and suits 1960-1984," in Digital
play: The interaction of technology, culture, and marketing (Montreal:
McGill-Queen's University Press, 2003), 84-108 (~25 pages).
Sarah
- Heather
Chaplin and Aaron Ruby, "The legend of the last toy
maker," in Smart bomb: The quest for art, entertainment,
and big bucks in the videogame revolution (Chapel Hill: Algonquin
Books, 2005), pp. 67-88 (~20 pages).
Adrian
Play time. Try out some
classic console games.
Optional reading.
- Ralph H. Baer, "Foreword" in Mark J.P. Wolf, ed.,
The medium of the video game (2002).

- Henry Lowood, "A brief biography of computer games," in
Peter Vorderer and Jennings Bryant, eds., Playing
video games: Motives, responses, and consequences (2006).

- Warren Robinett, "Adventure as a video game: Adventure
for the Atari 2600," in Katie Salen and Eric Zimmerman,
eds., The game design reader: A rules of
play anthology (2006).

- Stephen Kline, Nick Dyer-Witheford, and Greig de Peuter, "Electronic
frontiers: Branding the 'Nintendo Generation,' 1985-1990," in Digital
play: The interaction of technology, culture, and marketing (Montreal:
McGill-Queen's University Press, 2003).

Explore further on your own.
|
JUN
19 |
Rules, narrative, and simulation in computer games
Film. The
Video Game Revolution (PBS). Part 2 - 60
min
Reading.
- Gonzalo Frasca, "Simulation
versus narrative: Introduction to ludology," in Mark J.P.
Wolf and Bernard Perron, eds., The video
game theory reader (New
York: Routledge, 2003), 221-235 (~15 pages).
- Celia
Pearce, "Sims,
BattleBots, Cellular Automata God and Go: A conversation with Will
Wright," Game Studies (July
2002), ~15 pages.
Eric
Discuss assignments (due tomorrow 5pm).
Play time. Try out some
classic simulation games.
Optional reading.
- Mark J.P. Wolf, "Abstraction in the video game," in
Mark J.P. Wolf and Bernard Perron, eds., The
video game theory reader (2003).

- Jesper Juul, "A new definition: Six game features," in
Half-real: Video games betwen real rules
and fictional worlds (2005).

- Will Wright, "[interview with Will Wright]" in Bill
Moggridge, Designing interactions (2006).

- Ian Bogost, "Cellular automata and simulation," in
Unit operations: An approach to videogame
criticism (2006).

Explore further on your own.
|
JUN
20 |
NO CLASS
Writing assignment due (5pm)
Hands-on assignment due (5pm)
Weblog reading entries due (5pm)
|
Week 2: Social and psychological effects of gaming |
JUN
23 |
The effects of video games
Guest
lecture. Rich
Halverson, School of Education, UW-Madison. "Dr.
Halverson has developed his interests in the role of technology
in education and leadership by pioneering research and design methods
to communicate representations of expert instructional leadership
through web-based media. Recently, his collaboration with the Games
and Professional Practice and Simulations (GAPPS) research group
has enabled him to investigate how video games point to the next
generation of multimedia environments for professional learning."
Reading.
- Barrie
Gunter, "Psychological
effects of video games," in
Joost Raessens and Jeffrey Goldstein, eds., Handbook
of computer game studies (Cambridge: MIT Press, 2005),
145-160 (~15 pages).
TBA
- Kurt
Squire, "Open-ended
video games: A model for developing learning for the interactive
age," in Katie Salen, ed., The ecology
of games: Connecting youth, games, and learning (Cambridge:
MIT Press, 2008), 167-198 (~30 pages).
Jon
Hands-on
assignment for this week. Personalize,
modify, or build a Sharendipity game.
Write a 250 word comment on the weblog about your experiences
creating this game, including a link to your game so we may try
it out. Due Friday
by 5pm.
Writing assignment for this week. Pick
any video game you like and write a 1,000 word essay analyzing
the game in terms of its violent, educational, or other "media
effects" content. Please use at least two authoritative
scholarly articles to support your analysis (articles from
the reader are OK). Due
Friday by 5pm.
Play time. Wii
would like to play.
Optional reading.
- Rob Cover, "Gaming (ad)diction: Discourse, identity, time
and play in the production of the gamer addiction myth," Game
Studies 6:1 (2006).

- Johannes Fromme, "Computer games as a part of children's
culture,"
Game Studies 3:1 (2003).

- Kwan Min Lee and Wei Peng, "What do we know about social
and psychological effects of computer games? A comprehensive
review of the current literature," in Peter Vorderer and
Jennings Bryant, eds., Playing video games: Motives, responses,
and consequences (Lawrence Erlbaum, 2006).

- Celia Pearce, "The truth about baby boomer gamers: A study
of over-forty computer game players," Games
and Culture 3:2 (2008).

Explore further on your own.
|
JUN
24 |
Fears of video game violence
Film. Game
over: Gender, race & violence
in video games (2000) 41 min. "Video and computer
games represent a $6 billion a year industry. One out of every ten
households in American owns a Sony Playstation. Children who own
video game equipment play an average of ten hours per week. And yet,
despite capturing the attention of millions of children worldwide,
video games remain one of the least scrutinized cultural industries. Game Over is the first educational documentary
to address the fastest growing segment of the media through engaging
questions of gender, race and violence." Discuss afterward.
Reading.
- Jeffrey
Goldstein, "Violent
video games," in
Joost Raessens and Jeffrey Goldstein, eds., Handbook
of computer game studies (Cambridge: MIT Press, 2005),
341-357 (~15 pages).
Nick
- U.S.
Congress, "What's
in a game? Regulation of violent video games and the first amendment," Hearing
before the Committee on the Constitution, Civil Rights and Property
Rights of the Committee on the Judiciary, United States Senate,
One Hundred Ninth Congress, Second Session (March 29, 2006), ~35
pages.
Ryan
Play time. Try
out some violent video games.
Optional reading.
- Henry Jenkins, "Professor Jenkins goes to Washington," Harpers (1999).

- Gonzolo Frasca, "Sim sin city: Some thoughts
about Grand Theft Auto 3" Game Studies (2003).

- Alexander R. Galloway, "Origins of the first-person shooter,"
in Gaming: Essays on algorithmic culture (2006).

- Craig A. Anderson et al., "Effects of exposure to violent
entertainment media," in Violent video
game effects on children and adolescents: Theory, research, and
public policy (2007).

Explore further on your own.
|
JUN
25 |
Hopes for video game education
Guest lecture. Sara
Steffes Hansen, Ph.D. student, School
of Journalism & Mass Communication, UW-Madison. Dissertation
topic: "Brand experiences in virtual worlds: Social interaction
and identity expression."
Reading.
- Mizuko
Ito, "Education
vs. entertainment: A cultural history
of children's software," in
Katie Salen, ed., The ecology of games: Connecting
youth, games, and learning (Cambridge: MIT Press, 2008),
89-116 (~25 pages).
Sarah
- David
Williamson Shaffer and James Paul Gee, "Before
every child is left behind: How epistemic games can solve the coming
crisis in education," Wisconsin
Center for Education Research working paper no. 2005-7 (September
2005), ~15 pages.
Marlon
Play time. Try
out some educational video games.
Optional reading.
- Kurt Squire and Henry Jenkins, "Harnessing the power of
games in education,"
Insight 3:5 (2003).

- David Williamson Shaffer, Kurt R. Squire, Richard Halverson,
and James P. Gee, "Video games and the future of learning," Phi
Delta Kappan (2005).
- Mark Prensky, "Computer games and learning: Digital game-based
learning," in Joost Raessens and Jeffrey Goldstein, Handbook
of computer game studies (2005).

- James Paul Gee, "Good video games, the human mind, and
good learning,"
in Good video games + good learning: Collected
essays on video games, learning and literacy (2007).

Explore further on your own.
|
JUN
26 |
Video games in advertising and activism
Guest lecture. Jasun
Carr, Ph.D. student, School of Journalism & Mass
Communication, UW-Madison, and member of the DoIT
Engage team.
Reading.
- Ian Bogost, "Playing
politics: Videogames for politics, activism, and advocacy," First
Monday (2006), ~10 pages.
TBA
- Stephen
Kline, Nick Dyer-Witheford, and Greig de Peuter, "Pocket
monsters: Marketing in the perpetual upgrade marketplace," in Digital
play: The interaction of technology, culture, and marketing (Montreal:
McGill-Queen's Univ. Press, 2003), 218-245 (~25 pages).
Jasun
Discuss assignments (due tomorrow
5pm).
Play time. Try
out some marketing and activist video games.
Optional reading.
- Sherry Turkle, "Video games and computer holding power," in
The second self: Computers and the human spirit (1983).

- Beth Simone Noveck, "Democracy - the video game: Virtual worlds
and the future of collective action," in Jack M. Balkin and Beth
Simone Noveck, eds., The state of play: Law,
games, and virtual worlds (2006).

- Ian Bogost and Gonzalo Frasca, "Video games go to Washington:
The story behind The Howard Dean for Iowa Game," in Pat Harrigan
and Noah Wardrip-Fruin, eds., Second Person: Role-Playing and Story
in Games and Playable Media (Cambridge: MIT Press, 2007).

- Raymond Williams, “Programming as sequence or flow,” in
Television: Technology and cultural form (1974),
86-96.

Explore further on your own.
|
JUN
27 |
NO CLASS
Writing assignment due (5pm)
Hands-on assignment due (5pm)
Weblog reading entries due (5pm)
|
Week 3: Politics, economics, and culture of gaming |
JUN
30 |
Video games and the culture industries
Film. The
King of Kong: A fistful of quarters (2007); part one (45
min). "[A] documentary that follows
Steve Wiebe as he tries to take the world high score for the arcade
game Donkey Kong from reigning champion Billy Mitchell." Discuss
afterward.
Reading.
- Stephen
Kline, Nick Dyer-Witheford, and Greig de Peuter, "Media
analysis in the high-intensity marketplace: The three circuits
of interactivity," in Digital
play: The interaction of technology, culture, and marketing (Montreal:
McGill-Queen's Univ. Press, 2003), 30-59 (~30 pages).
Eric
- Barry
Ip, "Technological,
content, and market convergence in the games industry," Games
and Culture 3:2 (2008), 199-224 (~25 pages).
TBA
Hands-on assignment for this week. Visit
a local public library and do an inventory of the computer games
available on the shelves for check-out. Are they entertainment
games? Educational games? Do they seem pitched to
a particular age, gender, class, or race/ethnicity group? Write
a 250 word comment on the weblog about your findings. (Alternatively,
you may visit a local video arcade and do an inventory of the
games present in this space — and the people playing these games
— with an eye to the same factors.) Due
Friday by 5pm.
Writing assignment for this week. Pick
any video game you like and write a 1,000 word essay analyzing
the game in terms of race, ethnicity, and/or gender. Please use
at least two authoritative scholarly articles to support your
analysis (articles from the reader are OK). Due
Friday by 5pm.
Play time. A Donkey
Kong tournament, of course.
Optional reading.
- Masuyama, "Pokemon as Japanese culture?" in Lucien
King, ed., Game on: The history and culture
of videogames (2002).

- Thomas Malaby, "Parlaying value: Capital in and beyond virtual
worlds," Games and Culture (2006).

- Tracy Fullerton, "Understanding the game industry," in Game
design workshop: A playcentric approach to creating innovative
games (2008).

Explore further on your own.
|
JUL
01 |
Game stereotypes of sex and gender
Guest
lecture. Kurt
Squire, School of Education, UW-Madison. "Kurt Squire
is an assistant professor at the University of Wisconsin-Madison
in the Educational Communications and Technology division of
Curriculum and Instruction and a research scientist a the Academic
Advanced Distributed Learning Co-Lab. Squire is also a co-founder
and current director of the Games, Learning, & Society Initiative,
a group of over 50 faculty and students investigating game-based
learning. Squire's research investigates the potential of video
game-based technologies for systemic change in education. Squire's
work integrates research and theory on digital media (particularly
games) with theories of situated cognition in order to understand
how to design educational environments in a digital age."
Reading.
- Justine
Cassell and Henry Jenkins, "Chess
for girls? Feminism and computer games," in From
Barbie to Mortal Combat: Gender and computer games (MIT
Press, 1998), 2-45 (~40 pages).
Jon
- Diane
Carr, "Games
and gender," in Computer games: Text, narrative and
play (Polity, 2006),
162-178 (~15 pages).
Nick
Play time. Games
with gendered aspects.
Optional reading.
- Jo Bryce and Jason Rutter, "Gendered gaming in gendered
space," in Joost Raessens and Jeffrey
Goldstein, eds., Handbook of computer game studies (Cambridge,
MA: MIT Press, 2005).

- Sherry Turkle, "Tinysex and gender trouble," in Life
on the screen: Identity in the age of the Internet (1997).

- Berrin Beasley and Tracy Collins Standley, "Shirts vs. skins:
Clothing as an indicator of gender stereotyping in video games"
Mass Communication and Society (2002).

- James D. Ivory, "Still a man's game: Gender representation
in online reviews of video games," Mass
Communication and Society (2006).

Explore further on your own.
|
JUL
02 |
Game stereotypes of race and ethnicity
Guest
lecture. Constance
Steinkuehler, School of Education, UW-Madison. "Massively
multiplayer videogames (MMOs) function as naturally occurring online
learning environments, recruiting complex and sophisticated forms
of (always situated, always distributed) cognition in the course
of successful play. My research investigates the intellectual work
that goes on within such games and the cultures of participation
that emerge both within their virtual worlds (between login & logoff)
and beyond (in the online fandom spaces around them). The goals
of this work are (a) to empirically document and analyze the intellectual
practices that constitute gameplay in online spaces, (b) to analyze
and assess how those practices align (or fail to align) with other
activities valued outside the game (such as scientific reasoning
or collaborative problem solving), and then (c) to develop bridging
third places (such as after school gaming clubs for boys) based
on what we learn that leverages online games for learning in productive
ways."
Reading.
- Lisa
Nakamura, "Head-hunting
on the Internet: Identity tourism, avatars, and racial passing
in textual and graphic chat spaces," in Cybertypes:
Race, ethnicity, and identity on the Internet (New York:
Routledge, 2002), 31-60 (~30 pages).
TBA
- Anna
Everett and S. Craig Watkins, "The
power of play: The portrayal and performance of race in video
games," in
Katie Salen, ed., The ecology of games: Connecting
youth, games, and learning (Cambridge: MIT Press, 2008),
141-164 (~20 pages).
Marlon
Play time. Games
with racialized aspects.
Optional reading.
- Beverly Ray and George E. Marsh, "Recruitment by extremist
groups on the Internet," First Monday (2001).

- Betsy James DiSalvo et al, "Learning in context: Digital games
and young black men," Games and Culture (2008).

- Douglas Thomas, "KPK, Inc.: Race, nation, and emergent culture
in online games," in Anna Everett, ed., Learning
race and ethnicity: Youth and digital media (2008).

Explore further on your own.
|
JUL
03 |
Games and the military-academic-industrial complex
Film. The
King of Kong: A fistful of quarters (2007); part two
(45 min).
Reading.
- J.C.
Herz, "The military-entertainment complex," Joystick
nation: How videogames ate our quarters, won our hearts, and
rewired our minds (Boston: Little, Brown & Co, 1997),
197-213 (~15 pages).
Sarah
- Heather
Chaplin and Aaron Ruby, "Smartbomb," in Smartbomb:
The quest for art, entertainment, and big bucks in the videogame
revolution (Chapel Hill: Algonquin Books,
2005), 192-221 (~25 pages).
Adrian
Discuss assignments (due tomorrow
5pm).
Play time. Games
with militarized aspects.
Optional reading.
- Bosah Ebo, "War as popular culture: The Gulf Conflict and the
technology of illusionary entertainment," Journal
of American Culture (1995).

- Nathan McKenzie, "PEO STRI Research Game Engine Initiative:
Investigation into Open Source and commercial game options for
the military" (2006).

- Roger Stahl, "Have you played the war on terror?" Critical
Studies in Media Communication 23:2 (2006).
- Orson Scott Card, Ender's Game (1985), selections. Also
see the original
1977 short story which grew into Ender's
Game.
Explore further on your own.
|
JUL
04 |
NO CLASS
Writing assignment due (5pm)
Hands-on assignment due (5pm)
Weblog reading entries due (5pm)
Because of the July 4 holiday, you may have
an automatic three-day extension on these assignments (meaning
they are due on Monday).
|
Week 4: Virtual collaborative interactive worlds |
JUL
07 |
Creating fantasy worlds
Film. "Computer
game film
festival." Clips from Tron (1982), War
Games (1983), and The
Last Starfighter (1984); 1 hour. How
do these films represent gaming culture? How do these films
represent the world within the computer? How do these films
represent class, consumption, and labor? Discuss afterward.
Reading.
- Gary
Fine, "Introduction:
FRP," in Shared fantasy: Role-playing
games as social worlds (Chicago: Univ. of
Chicago Press, 1983), 1-38 (~35 pages).
Jasun
- Hector
Briceno et al., "Down from the top of its game: The story
of Infocom, Inc." (2000), pp. 4-27 (~20 pages).
Eric
Hands-on assignment for this week. Create
a character for either Kingdom
of Loathing, Second
Life, or World
of Warcraft, and spend at least one hour roaming around in
one of these virtual environments. Write a 250 word comment on
the weblog about your experiences playing in this environment.
Try to include an image (or textual description) of your character
(for example, by using screen-capture software to grab an image
of the character and then uploading that to the weblog). Due
Friday by 5pm.
Writing assignment for this week. Write
a 1,000 word essay on how you think gaming will change in the
next ten years, and why this matters to society. Be creative,
but support your arguments using at least two authoritative scholarly
articles (articles from the reader or the course web site are
OK). Due Friday
by 5pm.
Play time. Zork,
the Great Underground Empire.
Optional reading.
- Barry Atkins, "The computer game as fictional form," in More
than a game: The computer game as fictional form (2003).

- Erik Mona, "From the basement to the basic set: The early years
of Dungeons & Dragons," in Pat Harrigan and Noah Wardrip-Fruin,
eds., Second Person: Role-playing and story
in games and playable media (2007).

- Richard Garfield, "The design evolution of Magic: The gathering,"
in Tracy Fullerton, Game design workshop:
A playcentric approach to creating innovative games (2008).

- Janet H. Murray, "Harbingers of the holodeck," in Hamlet on
the holodeck: The future of narrative in cyberspace (1997).

Explore further on your own.
|
JUL
08 |
Virtual reality and virtual community
Guest lecture. Amy Pikalek, Ph.D.
student, School of Journalism & Mass Communication, UW-Madison. Dissertation
topic: "Race and ethnicity in video games: A comparison of the stereotypes
found in video games and films"
Reading.
- Neal
Stephenson,
Snow Crash [selections on Hiro Protagonist entering
the "metaverse"],
~20 pages.
TBA
- Julian
Dibbell, "A
rape in cyberspace; or, TINYSOCIETY, and how to make one," in My
tiny life: Crime and passion in a virtual world (New York:
Holt, 1998), 11-30 (~20 pages).
NB:
Entire book available as a free
download as well. Jon
Play time. Second
Life.
Optional reading.
- Molly W. Berger, "Manon of Second Life: Teaching in a virtual
world," Technology & Culture (2008).

- Torill Elvira Mortensen, "WoW is the new MUD: Social gaming
from text to video," Games and Culture (2006).

- Nicholas DiGiuseppe and Bonnie Nardi, "Real genders choose
fantasy characters: Class choice in World of Warcraft," First
Monday (2007).

- Ray Oldenberg, The Great Good Place [selections]
Explore further on your own.
|
JUL
09 |
From MUDs to MMOGs
Guest lecture. Nathan McKenzie, founder,
Ice Cream Breakfast game
development studio. "Launching a career in game development
a decade ago, Nathan has worked in senior game programming and
game design positions at both Raven Software and Rainbow Studios,
on titles including Soldier of Fortune, Quake 4, Heretic 2, and
Take No Prisoners, amongst others. He has focused especially
on special effects, artificial intelligence, weapon systems,
player controls, shader programming, and game balancing."
Reading.
- Edward
Castronova, "Daily
life on a synthetic earth," in Synthetic
worlds: The business and culture of online games (Chicago:
Univ. of Chicago Press, 2005), 29-50 (~20 pages).
Nick
- T.L.
Taylor, "Whose
game is this anyway?" in Play between
worlds: Exploring online game culture (Cambridge: MIT
Press, 2006), 125-150 (~25 pages).
Marlon
Play time. World
of Warcraft.
Optional reading.
- Mathias Klang, "Avatar: From deity to corporate property,"
Information, Communication, and Society (2004).

- Ralph Koster, "Declaring the rights of players," in Jack M.
Balkin and Beth Simone Noveck, The state
of play: Law, games, and virtual worlds (2006).

- Cory Ondrejka, "Education unleashed: Participatory culture,
education, and innovation in Second Life," in Katie Salen, ed.,
The ecology of games: Connecting youth,
games, and learning (2008).

Explore further on your own.
|
JUL
10 |
What have we learned?
Field
trip. Meet
at 1:30 in front of Monona Terrace to attend an afternoon of
the Games+Learning+Society
Conference 2008.
|
JUL
11 |
NO CLASS
Writing assignment due (5pm)
Hands-on assignment due (5pm)
Weblog reading entries due (5pm)
Have a great summer! |
|