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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. 12 Week One    
 
  TH   Course overview
 
Jan. 17 + 19 Week Two    
 
  T   Setting up web log // Introduction to video games
 
      Lamb, G. (2005) Are multiplayer online games more compelling, more addictive? USA Today. October 13th.

MMORPG (2005, November 18). Wikipedia, The Free Encyclopedia. Retrieved November 18, 2005 from http://en.wikipedia.org/wiki/MMORPG.

Everquest (2005, November 18). Wikipedia, The Free Encyclopedia. Retrieved November 18, 2005 from http://en.wikipedia.org/wiki/Everquest.

Everquest II (2005, November 18). Wikipedia, The Free Encyclopedia. Retrieved November 18, 2005 from http://en.wikipedia.org/wiki/Everquest.II.

 
  TH   Virtual worlds: Multi-player games
 
      Bartle, R. (2003) Introduction to virtual worlds. Chapter 1 (pp. 1-79) in Designing Virtual Worlds.
 
Jan. 24 + 26 Week Three    
 
  T   Virtual worlds: True Names
 
     

Vinge, V. (1981). “True Names.” The author’s infamous novella in True Names: And the Opening of the Cyberspace Frontier.

 
  TH   Virtual worlds: Psychological dimensions
 
     

Yee, N. (2004). The Psychology of MMORPGs: Emotional Investment, Motivations, Relationship Formation, and Problematic Usage. In R. Schroeder & A. Axelsson (Eds.), Social Life of Avatars II. London: Springer-Verlag. (in press). View article in PDF format.

 
Jan. 31 + Feb. 2 Week Four    
 
  T   Virtual worlds: Players
 
      Bartle, R. (2003) Players. Chapter 2 (pp. 125-174) in Designing Virtual Worlds.
 
  TH   Virtual worlds: Players
 
     

Bartle, R. (2003) Players. Chapter 2 (pp. 174-245) in Designing Virtual Worlds.

 
Feb. 7 + 9 Week Five    
 
  T   Virtual worlds: Economics
 
     

Castranova, E. (2001) Virtual worlds: A first-hand account of market and society on the Cyberian frontier. CESifo Working Paper No. 618. (39 pages)

Doctorow, C. (2004) Anda’s game. Short story from Salon.Com. November 15, 2004. [PACKET]

 
  TH   Virtual worlds: Characters
 
      Bartle, R. (2003) Life in the virtual world. Chapter 5 (pp. 351-398) in Designing Virtual Worlds.
 
Feb. 14 + 16 Week Six    
 
  T   Virtual worlds: Characters
 
     

Bartle, R. (2003) Life in the virtual world. Chapter 5 (pp. 398-471) in Designing Virtual Worlds.

Special guest: Dr. Richard Bartle, University of Essex.

 
  TH   Women and games: Players
 
      Taylor, T.L. (2003). Multiple Pleasures: Women and Online Gaming. Convergence, Vol. 9, No.1, 21-46, Spring 2003. View article in PDF format.
 
Feb. 21 + 23 Week Seven    
 
  T   Women and games: Characters
 
      Alam, M. J. (2005). What is a galaxy without stars? Drop the sexism, bring the women. The Escapist, Issue 17.

Ruberg, B. (2005) Women monsters and monstrous women: Representing the feminine in survival horror. The Escapist, Issue 17.

Grimes, S. (2003). You shoot like a girl! The female protagonist in action-adventure games. Presentation to the Digital Games Research Association, November 2003. View article in PDF format.
 
  TH   Ethnography: Overview of ethnographic methods
 
     

Fetterman, D. (1989) Walking in rhythm: Anthropological concepts. Chapter 2 (pp. 16-30) in Ethnography: Step by step. London: Sage. [PACKET]

Fetterman, D. (1989) A wilderness guide: Methods and techniques. Chapter 3 (pp. 31-62) in Ethnography: Step by step. London: Sage. [PACKET]

Special guest: Dr. Constance Steinkuehler

 
Feb. 28 + Mar. 2 Week Eight    
 
  T  

Ethnography: Applied examples

Steinkuehler, C. (2005) The new third place: Massively multiplayer online gaming in American youth culture. Tidskrift Journal of Research in Teacher Education, 3, 17-32. View article in PDF format.

 
  TH  

Ethnography: Research ethics

Fetterman, D. (1989) Walking softly through the wilderness: Ethics. Chapter 7 (pp. 29-146) in Ethnography: Step by step. London: Sage. [PACKET]

Distributed: Exam #1

 
Mar. 7 + Mar. 9 Week Nine    
 
  T  

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.

 
  TH   Game mechanics: Play
 
     

Salen, K. and Zimmerman, E. (2004) Defining play. Excerpt from Rules of Play: Game Design Fundamentals (pp. 301-11). [PACKET]

Due: Exam #1

 

 

SPRING BREAK

 

 

Mar. 21 + 23 Week Ten    
 
  T   Game mechanics: Rules and fun
 
     

Salen, K. and Zimmerman, E. (2004) Defining rules. Excerpt from Rules of Play: Game Design Fundamentals (pp. 117-125). [PACKET]

Koster, R. (2004). “What Games Aren’t (Chapter 5)” and "Different Fun for Different Folks (Chapter 6)". Excerpts from A Theory of Fun, pp. 80-109.

 
  TH   Game mechanics: Cheating
 
     

Consalvo, M. (2005). Gaining advantage: How videogame players define and negotiate cheating.” Presentation to the Digital Games Research Association Conference: Changing Views: Worlds in Play. View article in PDF format.

Tito, G. (2005) "Dood, it’s part of the game." The Escapist. Issue #19.

 
Mar. 28 + 30 Week Eleven    
 
  T   Videogame aesthetics: Space
 
     

Adams, E. (2003). The construction of ludic space. Presentation to the Digital Games Research Association, November 2003. View article in PDF format.

 
  W   Special guest lecture (6:45)
 
     

Dr. Mia Consalvo, Associate Professor and Director of Graduate Studies, Ohio University.

 
 
  TH   Videogame 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]

 
Apr. 4 + 6 Week Twelve    
 
  T   Videogame aesthetics: Narrative
 
     

Neitzel, B. (2005) Narrativity in computer games. Excerpt from Handbook of Computer Game Studies, edited by Joost Raesseens and Jeffrey Goldstein, MIT Press (pp. 227-250).

 
  TH   Videogame aesthetics: Flow
 
     

Sherry, J. (2004) Flow and media enjoyment. Communication Theory, 14(4): 328-347. If you are connecting from the Trinity University network, you can view the article in PDF format.

 
Apr. 11 + 13 Week Thirteen    
 
  T   Social aspects: Discourses surrounding gaming
 
     

Williams, D. (2003). The video game lightning rod: Constructions of a new media technology, 1970-2000. Information, Communication & Society, 6(4): 523-550. If you are connecting from the Trinity University network, you can view the article in PDF format.

 
  TH  

Social aspects: Violence

Goldstein, J. (2005) Violent video games. Excerpt from Handbook of Computer Game Studies, edited by Joost Raesseens and Jeffrey Goldstein, MIT Press (pp. 341-357).

Distributed: Exam #2

 
Apr. 18 + 20 Week Fourteen    
 
  T  

Social aspects: Addiction

BBC (2005) China imposes online gaming curbs. August 25.

Motluk, A. (2005). Gaming fanatics show hallmarks of drug addiction. New Scientist. November 16.

Yee, N. (2002). Ariadne: Understanding MMORPG Addiction. The Hub: Exploring the Psychology of MMORPGS. View article in PDF format.

 
  TH  

Work on presentations

Due Exam #2

 
Apr. 25 + 27 Week Fifteen    
 
  T   Research presentation and critique
 
  TH   Research presentation and critique
 
     

Final project due by noon on Tuesday, May 9.