Course details
Applied game studies – research and design
1AHS-L FaVU 1AHS-L Acad. year 2020/2021 Summer semester 3 credits
During the course students will acquire knowledge applicable not only to the academic sphere but also to the professional environment. Lecture topics are structured into several thematic blocks, divided into use of games in research, industry research and game audience analysis. Students will acquire both the theoretical knowledge necessary for a deeper understanding of games and game culture as well as selected methods by which these topics can be explored.
Guarantor
Course coordinator
Language of instruction
Completion
Time span
- 13 hrs lectures
- 13 hrs seminar
Department
Subject specific learning outcomes and competences
Ability to prepare the design of applied research, including presentable materials.
Learning objectives
The aim of the course is to deepen the knowledge of game studies and to present methods and techniques by which the digital games, their industry and the audience can be explored.
Prerequisite knowledge and skills
Ability to read texts in English. Rich knowledge of game genres is an advantage.
Study literature
- BARTLE, Richard. Hearts, Clubs, Diamonds, Spades: Players who suits MUDs. 1996. Dostupné z: http://www.mud.co.uk/richard/hcds.htm
- ENTERTAINMENT SOFTWARE ASSOCIATION. Essential Facts: About the computer and videogame industry - 2013. Dostupné z: http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf
- GEE, James Paul. What video games have to teach us about learning and literacy. Palgrave. 2003.
- LEVY, Luis, NOVAK, Jeannie. Game Development Essentials: Game QA & Testing. Cengage Learning. 2009.
- MCALLISTER, Graham. The difference between focus testing and player testing. Edge [online]. 2012. Dostupné z: http://www.edge-online.com/features/the-difference-between-focus-testing-and-player-testinghttp://www.edge-online.com/features/the-difference-between-focus-testing-and-player-testing
Fundamental literature
- AARSETH, Espen. Cybertext: Perspectives on Ergodic Literature. JHU Press. 1997.
- AARSETH, Espen. Introduction to Gamestudies. 2001. Dostupné z: http://www.gamestudies.org/0101/editorial.html
- BOGOST, Ian. Persuasive games: the expressive power of videogames. London: MIT Press. c2007.
- HUNICK, LEBLANC & ZUBEK. MDA: A formal approach to game design and game research. Discovery. 3 2004, Sv. 83. Dostupné z: http://www.cs.northwestern.edu/~hunicke/MDA.pdf
- JENKINS, Henry. Convergence culture: where old and new media collide. 1. vyd. New York: New York University Press, 2006, xi, 308 s. ISBN 978-081-4742-952.
- JUUL, Jesper. Half-real :video games between real rules and fictional worlds. Cambridge, Mass.: MIT Press, 2005.
- MÄYRÄ, Frans. An introduction to game studies :games in culture. 1st ed. Los Angeles: SAGE Publications, 2008
- SCHNELL, Jesse. The Art of Game Design. The Book of Lenses. CRC Press. 2008.
- SCHULTZ, Charles, BRYANT, Robert. Game Testing Mercury Learning & Information. 2011.
- WOLF, Mark J.P.; PERRON, Bernard, eds. The Video Game Theory Reader. 2003.
Progress assessment
Students are required to fulfill partial tasks assigned during the semester and to present a final paper (a proposal of applied research);
- intermediate tasks = 40 % of the evaluation
- final paper = 60% of the evaluation.
Teaching methods and criteria
Lectures, reading, active participation in lectures (discussion), proposal of applied research and its consultation.
Controlled instruction
Compulsory attendance (how many lessons can be missed will be specified in the beginning of the semester).
Course inclusion in study plans