Specialisation seminar: Introduction to Game Studies
Informacje ogólne
Kod przedmiotu: | 2510-f1ENG2S-SS-IGS |
Kod Erasmus / ISCED: |
(brak danych)
/
(0231) Języki obce
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Nazwa przedmiotu: | Specialisation seminar: Introduction to Game Studies |
Jednostka: | Wydział Humanistyczny |
Grupy: | |
Punkty ECTS i inne: |
(brak)
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Język prowadzenia: | angielski |
Całkowity nakład pracy studenta: | (tylko po angielsku) Contact hours with teacher: - participation in meetings - 30 hrs - consulations – 15 hrs Self-study hours: - preparation for lectures and projects - 30 hrs Altogether: 75 hrs (3 ECTS) |
Efekty uczenia się - wiedza: | (tylko po angielsku) The graduate has basic knowledge of the digital game texts available in English-language cultural area and of such aspects as the evolution of those texts brought upon by changes in technology, digital game texts diversity, and representative titles (K_W04). |
Efekty uczenia się - umiejętności: | (tylko po angielsku) U1: The graduate is able to search for, analyse, evaluate, select, and apply information concerning the form and content of digital game texts, and place them in a general context of history of the medium (K_U01, K_U09). U2: The graduate is also able to analyse and interpret the studied digital game texts with the use of basic terminology and appropriated methods (K_U11). |
Metody dydaktyczne: | (tylko po angielsku) Observation/demonstration teaching methods: - display Expository teaching methods: - description - informative (conventional) lecture - participatory lecture Exploratory teaching methods: - case study |
Metody dydaktyczne eksponujące: | - pokaz |
Metody dydaktyczne podające: | - opis |
Metody dydaktyczne poszukujące: | - studium przypadku |
Skrócony opis: |
(tylko po angielsku) The seminar is devoted to digital games and their growing cultural significance following the expansion of the gaming industry and consumption of game texts. The course aims at broadening the students' knowledge and comprehension of digital game texts as experiences and as forms of expression. The students will be graded according to their participation in class and realisation of assigned projects. |
Pełny opis: |
(tylko po angielsku) The seminar is devoted to digital games and their growing cultural significance following the expansion of the gaming industry and consumption of game texts. The course aims at broadening the students' knowledge and comprehension of digital game texts as experiences and as forms of expression. Throughout the duration of the course the following issues will be discussed: the interplay of the narrative and the ludic elements of digital game texts; the influence of other media on digital game texts; decoupling "games" and "play"; digital game texts covering difficult and complex subjects (themes of loss, guilt, betrayal and disability). |
Literatura: |
(tylko po angielsku) 1. Bizzocchi, Jim and Joshua Tanenbaum. 2011. “Well read: Applying close reading techniques to gameplay experiences,” in: Well played 3.0 2. Consalvo Mia, 2009, There is no magic circle, “Games & Culture” 4 (4) 3. Fernández-Vara, Clara. 2015. Introduction to Game Analysis. New York: Routledge 4. Malaby, Thomas. 2007. Beyond play: A new approach to games. Games & Culture 5. Isbister, Katherine. 2017. How Games Move Us: Emotion by Design. Cambridge, MA: MIT Press 6. Rambusch, Jana. 2016. “It’s Not Just Hands: Embodiment Aspect in Gameplay,” in: Video Games and the Mind: Essays on Cognition, Affect and Emotion. Jefferson, NC: McFarland |
Metody i kryteria oceniania: |
(tylko po angielsku) Graded credit. Assessment methods: Continuous evaluation (20%) and assigned project (80%) Assessment of knowledge: 1. Oral assignments in class and discussion Assessment of skills: 1. Two graded projects 2. In-class discussion Assessment criteria: fail- (59%) satisfactory- (60-67%) satisfactory plus- (68-75%) good - (76-84%) good plus- (85-90%) very good- (91-100%) |
Praktyki zawodowe: |
(tylko po angielsku) n/a |
Właścicielem praw autorskich jest Uniwersytet Mikołaja Kopernika w Toruniu.