Game Studies
Studio Art 135
Winter 2009
Tu/Th 10:00am-12:20pm, HIB 335 (Bldg. #610)
Class Discussion Forum
Contact
Robert Nideffer
web: http://nideffer.net
email: nideffer@uci.edu (email contact preferred)
phone: (949) 824.4218
Course Overview
This course explores computer games and gaming from technological, artistic, and socio-cultural perspectives. It is divided into three main topics:
1) infrastructure - the development and evolution of hardware and software systems used as platforms for gaming;
2) intervention - the experimental cultural practices that take advantage of and/or interrogate those systems;
3) institutionalization - the organizational embrace of games and gaming by the broader culture.
In relation to these topical explorations we will discuss game mechanics and interaction paradigms, game development processes, historical approaches to the study of play and gaming,
analytical methods for analysis and critique of games, games and art, "serious" games, the rise of computer game studies, and games and consumerism.
Each week will involve intensive reading, discussion, and play.
Required Materials
All course materials are available online for reading/printing/playing (see weekly breakdown). You are expected to have copy of the week's reading assignment accessible during class for reference purposes.
Expectations
- Weekly Written Responses. Each student will be expected to complete a number of short ~500-1000 word written assignments related to class materials, and designed to get you to think critically and creatively about what you're reading, watching, and playing. 30% of grade
- Final Project Proposal. Each student will be expected to submit a ~1,800-3,500 word (4-6 pg) project proposal (described further in week 10+ section). Example project areas may include (but in no way are limited to) an alternative input/output device, interactional paradigm, or interface design, a game or game prototype informed by theoretical work in game studies, a video about an aspect of game culture, a game design document, a photo or scultptural intervention. Due by the end of the day of the scheduled final exam (there will be a penalty for late work). 30% of grade
- Class Presentations. Two of our class meetings week 6 (Midterm) and week 10 (Final) will be set aside for student presentations and discussion of their project proposals. Each presentation will be ~5-8 minutes long and include prepared materials (conference-style, with slides and/or other media support). 30% of grade
- Class Participation. Students will be expected to actively participate in class discussions. 10% of grade
- NOTE: All written assignments will be posted to the Class Discussion Forum.
WEEK 1.5
Introduction
Infrastructure: Cold-War Computing and the Birth of the Net
Screening:
Assignment: Gaming Autobiography - Discuss your personal play history; what kinds of games you enjoyed growing up, what you play now, favorite games, etc.
WEEK 2
Infrastructure: New Interactional Paradigms
Screening:
- "Video Games: Behind the Fun," from Modern Marvels. The History Channel, 2000.
- "Gamers: Episode 1." K. Anna Kang. Fountainhead Entertainment, 2001.
- "Tennis for Two (1958)," from YouTube, 2007.
- "Baer and Harrison Play Ping-Pong," from YouTube, 2007.
- "Spacewar! (MIT 1962)," from YouTube, 2007.
- "Adventure (1972)," from YouTube, 2007.
- "Adventure Spoof," from YouTube, 2008.
Playing:
- Pong Online Version, DFG Online Games.
- Spacewar! Online Version, Barry Silverman, Brian Silverman, Vadim Gerasimov.
- Spacewar! (Win Version), Martin Graetz, Stephen Russell, and Wayne Wiitanen (1962). Best to play with a partner. This version was programmed primarily by Peter Hirschberg (http://www.digisys.net/users/cogs/spacewar.htm) in C++ - here's the source code.
- Adventure (Win Version), William Crowther and Donald Woods (1976) (see http://www.rickadams.org/adventure/ for various ports, cheats, and distributions).
Reading/Surfing:
- "The Dot Eaters: Videogame History 101," William Hunter, 2000.
- "Pong-Story," David Winter, 1996-2008.
- "Spacewar: Fanatic Life and Symbolic Death Among the Computer Bums," Stewart Brand, 1972.
- "The Origin of Spacewar," J. M. Graetz, 1981.
- "Pong," from Wikipedia.
- "Spacewar!," from Wikipedia.
- "Colossal Cave Adventure," from Wikipedia.
Miscellany:
- "Apple Introduces Revolutionary New Laptop," from The Onion, 2009.
- "Sixsense TrueMotion: Videos," from Sixsense TrueMotion, 2009.
- "The Veldt," by Ray Bradbury, from The Illustrated Man, 1951.
- "Ender's Game," by Orson Scott Card, 1985, from Wikipedia.
Assignment: Tangled Webs - Discuss at least 3 interesting aspects about the relationship between the military, personal computing, and gaming.
WEEK 3
Infrastructure: Arcades and Consoles
Playing:
- MAME (Multiple Arcade Machine Emulator) - Win Version | Mac Version. ROM files (will work x-platform, unzip and copy ROM files in 'roms' folder inside of MAME folder once expanded. NOTE: you do not need to expand the individual ROM files - ROMs can remain zip files once placed in the 'roms' folder) Original arcade console ROMs ported to run on Personal Computers.
Reading/Surfing:
Intervention: Game Art
Screening:
Assignment: Review 1 - Discuss at least 1 of the projects presented in the talk by Eddo Stern. Describe it, discuss what you think may have motivated the work, what the work addressed, and where you think the work succeeded and/or didn't.
WEEK 4
Intervention: Game Art
Screening:
Reading/Surfing:
Playing:
Miscellany:
Assignment: Review 2 - Discuss at least 1 of the projects presented by either Brody Condon, Anne-Marie Schleiner, or Jane McGonigal. Describe it, discuss what you think may have motivated the work, what the work addressed, and where you think the work succeeded and/or didn't.
WEEK 5
Intervention: Game Art
Screening:
Play Session:
Reading/Surfing:
- "Images + Video," by Mary Flanagan, 2001 - Present.
- "Writing," by Mary Flanagan, 2001 - Present.
- "Giant Joystick," by Mary Flanagan, 2006.
- "Near Future Lab," Julian Bleeker, Nicolas Nova, et al, Ongoing.
Miscellany:
Assignment: Review 3 (x-tra credit) - Discuss at least 1 of the projects presented in the talk by either Mary Flanagan or Julian Bleeker. Describe it, discuss what you think may have motivated the work, what the work addressed, and where you think the work succeeded and/or didn't.
WEEK 6
Class Presentations - Project Proposals
WEEK 7
Case Study:" WoW
Screening:
- Behind the Scenes DVD, Blizzard Entertainment, 2007.
Reading/Surfing:
- "WoW Forums," from Blizzard Entertainment, 2005-Present.
- "Thottbot," 2005-Present.
- "Allakhazam," 2005-Present.
- "Wowhead," by Skosiris, Mystadio, Malgayne, and Miyari, 2006-Present.
- "World of Warcraft Armory," from Blizzard Entertainment, 2007-Present.
- "WowJutsu," from DirectMMO.com, 2007-Present.
- "Char Search," from WarcraftRealms.com, 2007-Present.
Playing:
Assignment: Basic Mechanics - Identify and discuss at least ten key game design mechanics that structure your play. For example, different quest types ("talk to," "collection," "kill," "delivery," "escort," "one-offs" and "complex chains"); how quests are structured (to introduce core mechanics and move you through zones, to create a sense of story, to introduce lore, to motivate continued play); "game balancing" (gearing up, itemization, progression, class mechanics, racials, attacks/spell casting, cooldowns, quest "flow"); "social networking" (chatting, grouping, buffing, fighting); "ginding" (repetition related to level/exp, reputation, profession, advancement); etc. etc.. Evaluate what you like/dislike about them as you list them.
WEEK 8
Reading/Surfing:
Playing:
- "WTF?!," from aoedipus.net, by Robert Nideffer and Alex Szeto, 2008.
- "AddOns," from aoedipus.net, by Robert Nideffer and Alex Szeto, 2008.
Miscellany:
Assignment: Ideological Frames - Describe in some detail at least three dominant narratives/ideas that the game is built around, and how those narratives/ideas are coded into the game.
WEEK 9
Institutionalization: Exhibitionism
Screening:
Reading/Surfing:
- "Cracking the Maze: Game Plug-ins and Patches as Hacker Art," curated by Ann-Marie Schleiner, Online, 1998.
- "curators note," by Anne-Marie Schleiner, from Cracking the Maze: Game Plug-ins and Patches as Hacker Art, 1999.
- "Game Patch - the Son of Scratch?," by Erkki Huhtamo, from Cracking the Maze: Game Plug-ins and Patches as Hacker Art, 1999.
- "Deep Patch," by Laura Trippi, from Cracking the Maze: Game Plug-ins and Patches as Hacker Art, 1999.
- "Shift-Ctrl: Computers, Games, and Art," curated by Robert Nideffer and Antoinette LaFarge, Beall Center for Art & Technology, UC Irvine, October-November 2000.
- "Winside Out: An Introduction to the Convergence of Computers, Games, and Art," by Antoinette LaFarge, catalog essay from Shift-Ctrl: Computers, Games, and Art, 2000.
- "Shift-Ctrl: Mediating the Process of Academic Exhibitionism," by Robert Nideffer, catalog essay from Shift-Ctrl: Computers, Games, and Art, 2000.
- "Game On," (Wikipedia entry) curated by Conrad Bodman, Barbican, London, 2002 (Traveling).
- "Alt-Ctrl: Computers, Games, and Art," curated by Robert Nideffer and Antoinette LaFarge, Beall Center for Art & Technology, UC Irvine, October-November 2004.
Institutionalization: Gaming the Academy
Screening:
Reading/Surfing:
- Game Studies, 2001-2008.
- Games and Culture, 2006-2008.
- Gameology: Commentary and Resources for the Game Studies Community, Various Authors, Weblog.
- Terra Nova, Edward Castronova, Juloian Dibbel, Dan Hunter, Greg Lastowka, Weblog.
- Grand Text Auto, Mary Flanagan, Michael Mateas, Scott Retberg, Andrew Stern, Noah Wardrip-Fruin, Weblog.
- Joystick101, Kurt Squire, et al, Weblog.
- "Game Studies Now, History of Science Then," by Henry Lowood, from Games and Culture, Sage Publications, Vol 1, No 1, January 2006.
- "A Moment in the Life of a Generation," by Frans Mayra, from Games and Culture, Sage Publications, Vol 1, No 1, January 2006.
- "A Ludicrous Discipline?," by Tom Boellstorff, from Games and Culture, Sage Publications, Vol 1, No 1, January 2006.
- "Why Game Studies Now?," by Dmitri Williams, from Games and Culture, Sage Publications, Vol 1, No 1, January 2006.
- Entertainment Technology Center, CMU, 1998.
- Institute for Creative Technologies, USC, 1999.
- Game Culture and Technology Lab, UCI, 1999 (SotA) & 2002 (Calit2).
- Experimental Game Lab, Georgia Tech, 2004.
- Experimental Game Lab, UCSD, 2004.
- Electronic Arts Game Innovation Lab, USC, 2007.
Assignment: Institutional Play - Discuss what you think is the best pedagogical approach to game studies in the context of a research university (what types of courses, requirements, readings, overall goals, etc), and if that differs from how you think it should be approached in the context of the fine arts.
WEEK 10+
Class Presentations - Final Project Reports
12.11.09
Final Projects Due - Last day to submit project proposals either electronically or in my mailbox in the Studio Art Main Office.
Project Proposals
MUST include:
- Title that reflects/captures the essence of the project, or is a clever play on it in some way.
- Hook the "elevator pitch" - a 1-2 sentence/short paragraph concept summary; ex: "WoW meets National Enquirer meets Das Kapital..."
- Conceptual Overview/Description where you explain in more detail what you want to do and why it's interesting.
- Technical Overview/Description where you explain in more detail about the materials and technologies needed to put it together.
- Images/Charts/Diagrams that illustrate and/or help explain your project and how it will be publicly presented and engaged.