Course descriptionReading listAssignmentsLecture slidesLinks
Second Life screenshot
COMM 3344: Games for the web (Interactive multimedia)

T + TH 3:35 - 4:50 (RCC 402)

Dr. Aaron Delwiche (adelwich@trinity.edu)

(View my web log)
 


Reading schedule

Unless otherwise indicated, readings are reprinted in the course reader. Lecture will supplement the assigned articles, so please make sure to do the reading before class begins.

Jan. 15 Week One    
 
  TH   Course overview
 
Jan. 20 + 22 Week Two    
 
  T   Setting up web log // Introduction to video games
 
      King, L. (2002) Introduction. In King, L. (Ed.), Game on: The history and culture of video games (pp. 9-19). New York: Universe Publishing.

Jenkins, H. (2000, September/October). Art form for the digital age. MIT's Technology Review, 103, 117-120. [PACKET]
 
  TH   Virtual worlds: Multi-player games
 
      Chick, T. (2003) Massively multiplayer on-line games. Week 1 and Week 5 in Gamespy’s series of articles about virtual environments.

Second Life Starter Guide (Skim before class)

Explore the Second Life web site

 
Jan 27 + 29 Week Three    
 
  T   Virtual worlds: Multiplayer games
 
     

Stephenson, N. (1993). Excerpts from Snowcrash (pp. 19-27, 35-45). New York: Bantam. [PACKET]

Herz, J. (2002) Gaming the system. In King, L. (Ed.), Game on: The history and culture of video games (pp. 9-19). New York: Universe Publishing.

 
  TH   Virtual worlds: Constructing new identities
 
     

Turkle, S. (1995). Life on the screen: Identity in the age of the Internet. (pp. 177-209). New York: Simon & Schuster. [PACKET]

 
Feb. 3 + 5 Week Four    
 
  T   Virtual worlds: Gender hacking
 
      Turkle, S. (1995). Tiny sex and gender trouble (Chapter 8). In Life on the screen (pp. 210-232). New York: Simon & Schuster. [PACKET]
 
  TH   Movie: eXistenZ
 
     

Directed by David Cronenberg.

Note: Class will run 22 minutes late today. Please let me know in advance if you will need to leave before the end of the movie.

Ondrejka, C. (2003). Escaping the gilded cage: User-created content and the building the Metaverse. (Distributed in class.)

 
Feb. 10 + 12 Week Five    
 
  T   Game design: Why do we play games?
 
      Crawford, C. (1982). Why do people play games? (Chapter 2). In Art of computer game design (pp. 16-24). Berkeley: McGraw-Hill. [PACKET]
 
  TH   Game design: Beyond the screen
 
      Costikyan, G. (1998). Don't be a vidiot: What computer game designers can learn from non-electronic games. Paper presented at the 1998 Game Developers Conference. Published by author to the world-wide web.
 
Feb. 17 + 19 Week Six    
 
  T   Game design: What is play?
 
      Salen, K. and Zimmerman, E. (2004) Defining play. Excerpt from Rules of Play: Game Design Fundamentals (pp. 301-11). Distributed in class.
 
  TH   Game design: Rules
 
      Salen, K. and Zimmerman, E. (2004) Defining rules. Excerpt from Rules of Play: Game Design Fundamentals (pp. 117-125). Distributed in class.
 
Feb. 24 + 26 Week Seven    
 
  T   Game design: Cheating
 
      Salen, K. and Zimmerman, E. (2004) Breaking the rules. Excerpt from Rules of Play: Game Design Fundamentals (pp. 267-285). Distributed in class.
 
  TH   Game aesthetics: Space
 
      Jenkins, H. and Squire, K. (2002) Art of contested spaces. In King, L. (Ed.), Game on: The history and culture of video games (pp. 64-75). New York: Universe Publishing.
 
Mar. 2 + 4 Week Eight    
 
  T  

Game aesthetics: Space

Wolf, M. J. P. (2001). Space in the video game (Chapter 3). In M. J. P. Wolf (Ed.), The medium of the videogame (pp. 51-75). Austin, TX: University of Texas Press. [PACKET]

 
  TH  

Game aesthetics: Time

Wolf, M. J. P. (2001). Time in the video game (Chapter 4). In M. J. P. Wolf (Ed.), The medium of the videogame (pp. 77-91). Austin, TX: University of Texas Press. [PACKET]

 
Mar. 9 + 11 Week Nine    
 
  T   Exam #1
 
  TH   Game aesthetics: narrative
 
     

Pearce, C. (2001) Story as play space. In King, L. (Ed.), Game on: The history and culture of video games (pp. 112-119). New York: Universe Publishing.

 

 

SPRING BREAK

 

 

Mar. 23 + 25 Week Ten    
 
  T   Game aesthetics: Narrative
 
      Poole, S. (2000). Never-ending stories (Chapter 5). In Trigger happy: Videogames and the entertainment revolution (pp. 90-111). New York: Arcade Publishing. [PACKET]
 
  TH   Game aesthetics: Cinema and videogames
 
      King, G., & Krzywinska, T. (2002). Introduction: Cinema/videogames/interfaces. In G. King & T. Krzywinska (Eds.), Screenplay: Cinema/videogames/interfaces (pp. 1-32). London: Wallflower Press.
 
Mar. 30 + Apr. 2 Week Eleven    
 
  T   Game aesthetics: Machinima
 
     

Salen, K. (2002). Telefragging monster movies. In King, L. (Ed.), Game on: The history and culture of video games (pp. 98-111). New York: Universe Publishing.

Ebert, R. (2000, June 2000). The ghost in the Machinima: Will the use of video game technology to make movies result in art or kitsch? Yahoo! Internet Life, 68. [PACKET]

 
  TH   Social aspects: Violence
 
     

Thompson, C. (2002) Violence and the political life of video games. In King, L. (Ed.), Game on: The history and culture of video games (pp. 22-31). New York: Universe Publishing.

 
Apr. 6 + 8 Week Twelve    
 
  T   Social aspects: Warfare
 
     

Harmon, A. (2003, April 3). More than just a game, but how close to reality? New York Times, p. G1. [PACKET]

Robins, K. (1994). The haunted screen. In G. Bender & T. Druckrey (Eds.), Culture on the brink: Ideologies of technology (pp. 305-315). Seattle: Bay Press. [PACKET]

 
  TH   Social aspects: Gender and games
 
     

Taylor, A. (2002). My story: Girls playing games. In King, L. (Ed.), Game on: The history and culture of video games (pp. 56-57). New York: Universe Publishing. [PACKET]

Relph, J. (2002). Broads, a bitch, never the snitch. In King, L. (Ed.), Game on: The history and culture of video games (pp. 58-61). New York: Universe Publishing. [PACKET]

Guest speaker: Dr. Jennifer Henderson

 
Apr. 13 + 15 Week Thirteen    
 
  T   Social aspects: Sexuality
 
     

Consalvo, M. (2003). Hot dates and fairy-tale romances: Studying sexuality in video games (Chapter 8). In M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 171-194). London: Routledge. [PACKET]

Exam #2 (take-home) distributed

 
  TH  

Wrapping up loose ends

Exam #2 (take-home) due at beginning of class

 
Apr. 20 + 22 Week Fourteen    
 
  T  

In-class work

Meet with AD to discuss game status.

 
  TH   Game presentation / critique (Group 1)
 
Apr. 27 + 29 Week Fifteen    
 
  T   Game presentation / critique (Group 2)
 
  TH   Game presentation / critique (Group 3)
 
     

Final project due by 8:30 a.m. on Tuesday, May 11th.