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1
Grades
will
be
based
on:
-
Class
participation
and
in-class
preparedness
20%
-
Weekly
Summaries:
10%
-
Written
Assignments
1:
10%
-
Written
Assignment
2:
20
%
-
Written
Assignment
3:
30%
-
Presentation:
10%
Assignments
There
will
be
a
series
of
assignments
that
make
up
80%
of
the
grade.
The
specifics
of
each
assignment
will
be
explained
in
more
detail
later
in
the
course.
Weekly
Summaries:
Every
Tuesday,
students
will
have
to
submit
a
100-word
summary
or
analysis
of
the
readings
for
that
week.
A
summary
is
a
short
description
of
the
topics
or
positions
discussed
by
the
authors,
whereas
an
analysis
aims
at
finding
a
common
thread
among
the
texts
and
shows
the
relationships
between
them.
These
analyses
will
be
posted
on
the
course
website,
in
the
forums
section
of
Stellar.
Written
Assignment
1
(750-1000
words):
Short
analysis
of
a
specific
set
of
games.
Due
October
4th
in
the
homework
section
of
Stellar.
Written
Assignment
2
(1000-1200
words):
Analytical
comparison
of
two
games.
Due
November
10th
in
the
homework
section
of
Stellar.
Written
Assignment
3
(1200-1500
words):
The
final
assignment
is
an
in-depth
analysis
of
one
or
more
games,
within
a
given
set
of
topics
and
approaches.
Due
December
9th
in
the
homework
section
of
Stellar.
Class
Presentation:
During
the
course,
every
student
will
have
to
give
a
presentation
on
a
specific
videogame-related
topic
covered
in
the
class
readings
(e.g.
history,
technology,
game
culture).
These
presentations
will
be
10
minutes
long;
students
will
have
to
sign
up
in
advance
for
the
topic
they
want
to
talk
about.
About
Your
Written
Exercises
For
those
students
who
may
not
feel
confident
about
their
writing,
or
are
less
familiar
with
humanities
essays,
you
can
make
an
appointment
at
the
MIT
Writing
and
Communication
Center:
http://writing.mit.edu/wcc
2
marked
as
distinct
from
the
student's
own
work.
For
further
guidance
on
the
proper
forms
of
attribution,
consult
the
style
guides
available
in
the
Writing
and
Communication
Center
(12-132)
and
the
MIT
Website
on
Plagiarism
located
at:
http://humanistic.mit.edu/wcc/avoidingplagiarism.
Attendance
and
Extensions
Policy
Regular
ant
timely
attendance
is
required
to
pass
the
coursenot
only
does
it
affect
the
class
participation
grade,
but
the
assignments
also
address
issues
that
will
be
discussed
in
class.
More
than
two
unjustified
absences
will
disqualify
the
student
from
passing
the
class.
Assignments
are
due
on
specific
dates;
extensions
will
only
be
granted
if
requested
one
week
in
advance.
Late
assignments
will
not
benefit
from
the
peer
critique,
and
will
be
discounted
a
10%
of
the
total
grade.
This
discount
can
be
the
difference
between
a
B
and
a
C;
the
deadline
should
not
be
taken
lightly.
Class
Syllabus
Week 2
3
9/16/2010
Videogames
as
a
Medium
Week 3
Juul,
Jesper
(2005):
half-real.
Video
Games
between
Real
Rules
and
Fictional
Worlds.
Cambridge
MA:
The
MIT
Press.
(chapter
5:
rules
and
fiction)
Soren
Johnson,
Theme
is
not
Meaning
,
Part
I
&
II.
4
Week
4
9/28/2010 Simulations
5
Consalvo,
Mia
(2007):
Cheating.
Gaining
Advantage
in
Videogames.
Cambridge
MA.
The
MIT
Press.
(pp.
87-105,
Players
definitions
of
cheating)
LAB TBA
Week 6
10/12/2010 Performance
Week 7
Hunicke,
R.,
LeBlanc,
M.,
&
Zubek,
R.
(2004).
MDA:
A
Formal
Approach
to
Game
Design
and
Game
Research.
Church,
D.
(2006).
Formal
Abstract
Design
Tools.
In
K.
Salen
&
E.
Zimmerman
(Eds.),
The
Game
Design
Reader
:
a
Rules
of
Play
Anthology.
Cambridge,
Mass.:
MIT
Press.
6
Bogost,
I.
(2007).
Persuasive
Games:
the
Expressive
Power
of
Videogames.
Cambridge,
MA:
MIT
Press.
(pp.
242-243,
graphical
skins
and
meanings).
Week 8
7
Bottger
(Eds.),
Space
Time
Play
-
Computer
Games,
Architecture
and
Urbanism:
The
Next
Level.
Basel
/
Boston
/
Berlin:
Birkhuser
Verlag.
LAB
Space
in
Games
Week 9
Montfort,
N.,
&
Bogost,
I.
(2009).
Racing
the
Beam:
The
Atari
Video
Computer
System.
The
MIT
Press.
(Afterword)
11/11/2010
No
class:
Veterans
Day
holiday,
LAB N/A
8
Week
11
Turkle,
Sherry.
Life
on
the
Screen:
Identity
in
the
Age
of
the
Internet.
Simon
&
Schuster,
1997.
Print.
(chapter
7)
Consalvo,
M.
&
Harper,
T.
(2009).
The
sexi(e)st
of
all:
avatars,
gender,
and
online
games.
In
Panteli
(Ed.),
Virtual
Social
Networks:
Mediated,
Massive
and
Multiplayer
Sites
(pp.
98-113).
New
York:
Palgrave-
Macmillan.
Williams,
D.,
Martins,
N.,
Consalvo,
M.,
&
Ivory,
J.
D.
(2009).
The
virtual
census:
representations
of
gender,
race
and
age
in
video
games.
New
Media
and
Society,
11
(5),
815-834.
LAB
Presentations
Week 12
9
Jakobsson,
M.
(2007).
Playing
with
the
rules:
social
and
cultural
aspects
of
game
rules
in
a
console
game
club.
Proceedings
of
the
Digital
Games
Research
Association
2007
Conference.
LAB N/A
Week 13
Week 14
10
Ashcraft,
B.
(2008).
Arcade
Mania!
The
Turbo-Charged
World
of
Japans
Game
Centers.
New
York:
Kodansha
International.
11