LT399-6-AU-CO:
Video Game Theory
2023/24
Literature, Film, and Theatre Studies
Colchester Campus
Autumn
Undergraduate: Level 6
Current
Thursday 05 October 2023
Friday 15 December 2023
15
16 August 2022
Requisites for this module
(none)
(none)
(none)
(none)
(none)
This module aims to consider the significance, history, culture and impact of video games. It fosters critical thinking by inviting students to consider issues central to the historical, theoretical and aesthetical dimensions of computer games and computer game theory.
In this digital age of Web 2.0 gaming and interactive media is ubiquitous and consistently redefines our relationship to games and other external players. Gaming is constantly evolving, and as new consoles emerge other platforms and experiences of gaming become obsolete. How do we keep up with this constant change and where does this leave older games and players? Why is gaming and rule-based environments significant to culture? – chess for example dates back to the 15th century and is still widely enjoyed today, reformed in gaming apps bringing together global players to a rule-based environment played out on a screen.
This module explores different historical and contemporary ideas of gaming from debates about interactive fiction and storytelling to phenomenological ideas of the game’s controller and avatar and how they extend players into virtual spaces. It will consider a range of topics including: gender, ethnicity, violence, capital, contemporary art, while turning a critical eye inwards to discussions on ludology, immersion, procedural rhetoric, cyber-individualism, embodiment, avatars and ludonarrative dissonance. Through a close consideration of video game theory, students will reflect on how gaming has evolved to become an even larger industry than that of film.
This module aims to foster students’ critical thinking by inviting them to consider what game theory is and how it has changed through developments in media. Through close consideration of games, consoles and theorists, students will reflect on how game studies have evolved. Please note, this a theoretical course and not a practical one. It focuses on game theory rather than the mechanics of game design.
After successful completion of the module, students should be able to:
1. display a detailed knowledge of game theory.
2. recognise key ideas, debates and authors in the emerging field of game theory.
3. consider the impact of games studies through specific media (games, cinema and social media)
4. demonstrate the knowledge and skills required to engage in intellectual debates around the issues of game studies.
Indicative syllabus:
1. Gaming as a contemporary and cultural practice
2. Serious games and games as an art form
3. Gaming and obsolescence
4. Gaming and storytelling
5. Gaming and gender
6. Gaming and phenomenology
7. Gaming and currency
8. Gaming and mental wellbeing
9. Mobile and locative gaming
10. Gaming and its relation to cinema
The module will be taught via weekly two-hour seminars.
Each week, students will watch/experience suggested games via YouTube/Twitch and other accessible platforms. Students will consider the texts on the syllabus in relation to the issues they address, the historical contexts in which they were created, and their bearing on our own historical moment. Information about the module will be provided on Moodle.
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Simon Egenfeldt-Nielsen, Jonas Heide Smith and Susana Pajares Tosca (2019)
Understanding Video Games. Taylor & Francis Group. Available at:
https://doi.org/10.4324/9780429431791.
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Johan Huizinga (2013)
Homo Ludens: A Study of the Play-Element in Culture. 1st edn. London: Routledge. Available at:
https://doi-org.uniessexlib.idm.oclc.org/10.4324/9781315824161.
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Huizinga, J. (no date) ‘Nature and Significance of Play as a Cultural Phenomenon’, in K.S. Tekinbas and E. Zimmerman (eds) The Game Design Reader: A Rules of Play Anthology, pp. 96–120.
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Roger Caillois (2001) Man, play, and games. Urbana: University of Illinois Press.
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C. Thi, N. (2020) ‘Agency as Art’, in
Games: Agency As Art. Oxford University Press, pp. 1–28. Available at:
https://doi.org/10.1093/oso/9780190052089.001.0001.
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Ebert, R. (2010a) ‘Okay, kids, play on my lawn.’ Available at:
https://www.rogerebert.com/roger-ebert/okay-kids-play-on-my-lawn.
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Grant Tavinor (2009) ‘Videogames as Art’, in
The Art of Videogames. Chichester: John Wiley & Sons, pp. 172–196. Available at:
https://doi.org/10.1002/9781444310177.
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Bogost, I. (2007) ‘Procedural Rhetoric’, in
Persuasive games: the expressive power of videogames. Cambridge, MA: MIT Press, pp. 28–34. Available at:
https://ebookcentral.proquest.com/lib/universityofessex-ebooks/reader.action?docID=3338706&ppg=14.
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Newman, J. (2012)
Best before: videogames, supersession and obsolescence. Abingdon: Routledge. Available at:
https://doi-org.uniessexlib.idm.oclc.org/10.4324/9780203144268.
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T.L. Taylor (no date) ‘Home Studios: Transforming Private Play into Public Entertainment’, in
Watch Me Play. Princeton University Press, pp. 66–135. Available at:
https://doi.org/https://doi.org/10.2307/j.ctvc77jqw.6.
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Paterson, E., Cordner, W. and Simpson-Williams, T. (2020)
Once upon a pixel: storytelling and worldbuilding in video games. Boca Raton, Florida: CRC Press. Available at:
https://ebookcentral.proquest.com/lib/universityofessex-ebooks/detail.action?docID=5981949.
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Janet H. Murray (2017) ‘Harbingers of the Holodeck’, in Hamlet on the Holodeck. The MIT Press, pp. 35–62.
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Bonnie Ruberg (no date) ‘Between Paddles: Pong, Between Men, and Queer Intimacy in Video Games’, in
Video Games Have Always Been Queer. NYU Press, pp. 31–56. Available at:
https://doi.org/10.18574/nyu/9781479893904.003.0004.
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Jennifer Malkowski and TreaAndrea M. Russworm (2017) ‘Representing Race and Disability: Grand Theft Auto: San Andreas’, in
Gaming Representation. Indiana University Press, pp. 164–179. Available at:
https://doi.org/10.2307/j.ctt2005rgq.14.
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Tom Tyler (2022) ‘Playing like a Loser’, in
Game: Animals, Video Games, and Humanity. University of Minnesota Press, pp. 83–98. Available at:
https://www.jstor.org/stable/10.5749/j.ctv2h6vkgr.9.
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Christopher Bartel (2020)
Video Games, Violence, and the Ethics of Fantasy. Bloomsbury Publishing Plc. Available at:
https://ebookcentral.proquest.com/lib/universityofessex-ebooks/detail.action?docID=6276158.
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Rachel Kowert and Thorsten Quandt (2020)
Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games. Taylor & Francis Group. Available at:
https://doi.org/10.4324/9780429351815.
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Lehdonvirta, V. and Castronova, E. (2014)
Virtual economies: design and analysis. Cambridge: MIT Press. Available at:
https://doi-org.uniessexlib.idm.oclc.org/10.7551/mitpress/9525.001.0001.
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Brookey, R.A. (2010)
Hollywood gamers: digital convergence in the film and video game industries. Bloomington: Indiana University Press. Available at:
https://muse-jhu-edu.uniessexlib.idm.oclc.org/book/205.
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Klevjer, R. (no date) ‘In Defence of Cutscenes’,
Computer Games and Digital Cultures Conference Proceedings. Tampere University Press. Available at:
http://www.digra.org/digital-library/publications/in-defense-of-cutscenes/.
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Robertson Allen (2017)
America’s Digital Army: Games at Work and War. U of Nebraska Press, 2017. Available at:
https://www-jstor-org.uniessexlib.idm.oclc.org/stable/10.2307/j.ctt1pv89gc.
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Huntemann PhD, N.B. (2010) ‘Joystick Soldiers: The History of Video Games, Popular Culture, and the Military - YouTube.’ YouTube: Worcester State University. Available at:
https://www.youtube.com/watch?v=uQPOW8sv82E.
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Swink, S. (2017) ‘Defining Game Feel’, in
Game feel: a game designer’s guide to virtual sensation. Taylor & Francis Group, pp. 1–33. Available at:
https://doi.org/10.1201/9781482267334.
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O’Brien, D.P. (2018) ‘Somaster Fiction and the Avatarial Game Body’,
Evental Aesthetics. Aesthetic Intersections 1, 7(1), pp. 138–171. Available at:
https://eventalaesthetics.net/vol-7-no-1-2018-aesthetic-intersections-1/.
The above list is indicative of the essential reading for the course.
The library makes provision for all reading list items, with digital provision where possible, and these resources are shared between students.
Further reading can be obtained from this module's
reading list.
Assessment items, weightings and deadlines
Coursework / exam |
Description |
Deadline |
Coursework weighting |
Coursework |
Participation |
|
5% |
Coursework |
Video Essay (5-10 minutes) |
05/12/2023 |
20% |
Coursework |
Essay (3,000 words) |
05/01/2024 |
75% |
Exam format definitions
- Remote, open book: Your exam will take place remotely via an online learning platform. You may refer to any physical or electronic materials during the exam.
- In-person, open book: Your exam will take place on campus under invigilation. You may refer to any physical materials such as paper study notes or a textbook during the exam. Electronic devices may not be used in the exam.
- In-person, open book (restricted): The exam will take place on campus under invigilation. You may refer only to specific physical materials such as a named textbook during the exam. Permitted materials will be specified by your department. Electronic devices may not be used in the exam.
- In-person, closed book: The exam will take place on campus under invigilation. You may not refer to any physical materials or electronic devices during the exam. There may be times when a paper dictionary,
for example, may be permitted in an otherwise closed book exam. Any exceptions will be specified by your department.
Your department will provide further guidance before your exams.
Overall assessment
Reassessment
Module supervisor and teaching staff
Dr Daniel O'Brien, email: d.obrien@essex.ac.uk.
Dr Dan O’Brien
LiFTS General Office, email liftstt@essex.ac.uk
Telephone 01206 872626
Yes
Yes
Yes
Dr Andrew Birtwistle
Canterbury Christ Church University
Reader in Film and Sound
Available via Moodle
Of 18 hours, 18 (100%) hours available to students:
0 hours not recorded due to service coverage or fault;
0 hours not recorded due to opt-out by lecturer(s), module, or event type.
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