Course: Game studies

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Course title Game studies
Course code KSA/GAS
Organizational form of instruction Seminary
Level of course Bachelor
Year of study not specified
Semester Winter and summer
Number of ECTS credits 4
Language of instruction English
Status of course Compulsory-optional
Form of instruction Face-to-face
Work placements This is not an internship
Recommended optional programme components None
Lecturer(s)
  • Šotola Jaroslav, Mgr. Ph.D.
  • Látal Martin, Mgr.
Course content
Introduction: what are game studies, topics of game studies 2. A brief history of games 3. A brief history of game studies 4. Games and game studies in the Czech Republic 5. The game industry: mainstream and indie developers 6. Gaming communities I: genres, esports, modders, etc. 7. Gaming communities II: speed running, breaking the games, etc. 8. Games and identity: what is a gamer? 9. Games and politics: global versus local in game studies 10. Student presentations 11. Student presentations 12. Student presentations 13. Final summary

Learning activities and teaching methods
Monologic Lecture(Interpretation, Training), Dialogic Lecture (Discussion, Dialog, Brainstorming)
Learning outcomes
The primary goal of this course is to introduce students to the developing field of game studies and the game industry as a whole. It offers the students an overview of the history of the academic study of play and (video)games and an insight into the underlying topics within the evolving game industry both from the viewpoints of the developers and consumers. Special attention will be paid to the state of the field in the Czech Republic. The students will be introduced to the anthropological take on the game studies research, which will be more focused on human-game interaction and interactions within the gaming community.
The students will leave the course with an overview of the topics and methods (e.g. discourse analysis, digital ethnography) common in the field of game studies. Furthermore, they will gain an understanding of the current trends in the game industry. Last but not least, the students will practice their presentation skills during the second half of the semester and further their ability to structure their arguments in the seminar work.
Prerequisites
unspecified

Assessment methods and criteria
Seminar Work, Final project

Regular attendance Mandatory reading Active participation in discussions Presentation and seminar work (5 pages minimum) on a chosen topic
Recommended literature
  • Bainbridge, W. S. (2012). The Warcraft Civilization: Social Science in a Virtual World.. The MIT Press.
  • Donovan, T. (2010). REPLAY: The History of Video Games. East Sussex, England; Yellow Ant.
  • Huizinga, J. (1971). Homo ludens. Praha: Mladá fronta.
  • Muriel, D. & Crawford, G. (2018). Video Games as Culture: Considering the Role and Importance of Video Games in Contemporary Society.. Routledge.
  • Payne, M. T., &Huntermann, N. B. (2019). How to Play Video Games.. New York University Press.
  • Ruberg, B., & Shaw, A. (2017). Queer Game Studies.


Study plans that include the course
Faculty Study plan (Version) Category of Branch/Specialization Recommended year of study Recommended semester
Faculty: Faculty of Arts Study plan (Version): Cultural Anthropology (2024) Category: Philosophy, theology 2 Recommended year of study:2, Recommended semester: -
Faculty: Faculty of Arts Study plan (Version): Cultural Anthropology (2019) Category: Philosophy, theology 2 Recommended year of study:2, Recommended semester: -