Universität Wien

124263 KO Critical Media Analysis (2024S)

Read On, Player One: Analyzing Narrative Indie Games

6.00 ECTS (2.00 SWS), SPL 12 - Anglistik
Prüfungsimmanente Lehrveranstaltung

An/Abmeldung

Hinweis: Ihr Anmeldezeitpunkt innerhalb der Frist hat keine Auswirkungen auf die Platzvergabe (kein "first come, first served").

Details

max. 30 Teilnehmer*innen
Sprache: Englisch

Lehrende

Termine (iCal) - nächster Termin ist mit N markiert

Dienstag 19.03. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21
Dienstag 09.04. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21
Dienstag 16.04. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21
Dienstag 23.04. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21
Dienstag 30.04. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21
Dienstag 07.05. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21
Dienstag 14.05. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21
Dienstag 21.05. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21
Dienstag 28.05. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21
Dienstag 11.06. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21
Dienstag 18.06. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21
Dienstag 25.06. 14:15 - 15:45 Helene-Richter-Saal UniCampus Hof 8 3G-EG-21

Information

Ziele, Inhalte und Methode der Lehrveranstaltung

The point of contention within the field of game studies 25 years ago, whether video games are a ludic or narrative medium, seems rather quaint in 2024. Yet even today, the popular imaginary of video games as simply a fun pastime, in which stories are a dispensable add-on, seems to persist – a depoliticizing portrayal that is challenged by scholars, game creators and certain players alike. For those, more intriguing inquiries are how video games create meaning and transport beliefs and values, how they might influence individuals and online communities (as well as vice versa), and how to interpret video game narratives despite their interactive, multimodal nature.

These are some of the questions we will be dealing with in this course by close-reading free and/or inexpensive video games outside the AAA mainstream. We will be looking at the content, context, and formal qualities of ‘narrative indie games’ – defined here as games that are independent in a financial, aesthetic and/or cultural sense created by small teams or single developers to express personal experiences or political visions.

It is not necessary to have prior play experiences with video games or to own expensive hardware but bringing a laptop to class is highly advised.

Students will get to know methods to put their play experiences into writing, train their understanding of the narrative and persuasive means of video games, and develop the analytical skills to close-read selected titles through cultural studies perspectives.

Art der Leistungskontrolle und erlaubte Hilfsmittel

regular attendance (max. two absences), in-class and preparatory participation (Moodle tasks), group presentation, creative task, critical essay

Mindestanforderungen und Beurteilungsmaßstab

participation (20 points)
group presentation (25 points)
creative task (25 points)
critical essay (30 points)

Grading scale:
1: 90-100 points
2: 80-89 points
3: 70-79 points
4: 60-69 points
5: 0-59 points

Prüfungsstoff

There will be no written exam.

Literatur

All readings will be made available on Moodle and will include (sections from):

• Anthropy, Anna, and Naomi Clark. A Game Design Vocabulary: Exploring the Foundational Principles behind Good Game Design. Upper Saddle River, NJ: Addison-Wesley, 2014.
• Bogost, Ian. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press, 2007.
• Dovey, Jon, and Helen W. Kennedy. Game Cultures: Computer Games as New Media. New York, NY: Open University Press, 2006.
• Fernández-Vara, Clara. Introduction to Game Analysis. New York: Routledge, 2015.
• Fron, Janine et. al. “The Hegemony of Play.” DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play. 2007: 309-318.
• Hawreliak, Jason. Multimodal Semiotics and Rhetoric in Videogames. New York: Routledge, 2020.
• Payne, Matthew Thomas, and Nina Huntemann, eds. How to Play Video Games. New York: New York University Press, 2019. Print.
• Ruberg, Bo. “No Fun: The Queer Potential of Video Games that Annoy, Anger, Disappoint, Sadden, and Hurt.” QED: A Journal in GLBTQ Worldmaking 2.2 (2015): 108-124.

In addition, there will be a ludography of free and/or inexpensive videogames that you are expected to engage with, including titles such as c ya laterrr (Hett 2017), Hair Nah (Momo Pixel 2017), Hard Lads (Yang 2020), Lieve Oma (Veltman 2016), and You Are Jeff Bezos (Lorischild 2018).

Zuordnung im Vorlesungsverzeichnis

Studium: BA 612, BEd 046/407
Code/Modul: BA07.3; BEd 08a.2, BEd 08b.1
Lehrinhalt: 12-4260

Letzte Änderung: Mi 13.03.2024 19:45