Professional Documents
Culture Documents
Digital Games
Cultures
DIGC201
Subject Outline: Autumn 2010
Credit Points 8
Pre-requisites 36cp at 100 level including
BCM101
Face- to- Face teaching hours 3
5th April
MID SESSION
RECESS
TBA
10 10th May Guest lecture 2nD Blog Task Assessment Due May
12.
EXAMS
14th June PERIOD
Public Holidays during session: NB: No classes are run on public holidays
nd
Friday 2 April – Good Friday
rd
Saturday 3 April – Easter Saturday
th
Monday 5 April – Easter Monday
th
Monday 26 April – Anzac Day holiday
th
Monday 14 June – Queens B’Day holiday
This subject investigates the emergence of digital games cultures through an industrial analytical
approach and from the perspective of the player. With critical attention to the examination of games
production and appropriative play practices, the subject encourages the acquisition of industry and
academic research skills, project management capacity and creative digital literacies through a
collaborative group based game design project and conceptualise developing game scenarios. Students
will blog weekly about their research into the various sectors of the national and international digital
games industries.
Assessment Summary
Formal class times and locations are available from the University‟s home page Please note that
tutorial times on the timetable are provisional.
Modes of delivery: 1 hour lecture and 2 hour computer lab seminar (including lecture and workshop)
once per week run. Both the Lecture and the Lab are compulsory.
Contact details for the subject co-ordinator can be found on the title page. Contact details for any other
staff teaching the subject will be announced in Week 1.
Consultation times will be announced in Week 1.
Students should have enrolled in tutorials via SOLS before the start of session.
Those with time tabling difficulties should see the Subject Co-ordinator.
Subject Requirements
Attendance
This subject requires an 80% attendance to all lab/seminars AND lectures unless this is unavoidable on
medical or compassionate grounds and evidence of this is provided through SOLS. Attendance that falls
below the 80% requirement, irrespective of the cause, may require you to complete additional written work
to complete the subject. If in doubt, consult either the subject co-ordinator or your tutor.
See weekly tutorial guide from page 10 for weekly readings and sources. These reading should be
examined before the relevant lecture and seminar. The recommended readings are not intended as an
exhaustive list – students should use the Library catalogue, databases and wider research techniques to
locate additional resources.
Because this is a subject that analyses games, there is an expectation that students will be accessing
online and console-based games as appropriate – both during the lab/seminars and online. The beginning
of the subject will determine the available resources that students possess and what they will need to
complete the subject. Because there is extensive work done in labs for the subject, attendance is
necessary to collaborate with others and build a knowledge community. The objective of the subject is
also to share and thereby accumulate knowledge and insight.
1. To develop new media literacy so that students can understand, engage and participate in the
various forms of new media and to move students from consumers to producers in both their
approach to digital media and in their actions.
2. To develop the collaborative practice of new media and digital communication in their work and
in their future endeavours.
3. To make them aware of how change develops and its institutional organisation and to work to
effect change.
4. To realise the participatory potentials of new media forms, but also recognise the economic
and cultural powers which reform these forms of participation into consumer capitalism.
5. To encourage students to develop an electronic portfolio (a digital and internet presence)
throughout their career in the digital communication specialisation to assist them into their future
careers.
6. To foster links with the program and the industry itself.
Informed - Have a sound knowledge of an area of a disciplinary study or interdisciplinary area of study
offered by the Faculty of Arts through its majors with an understanding of its current issues, their contexts
and developments over time.
Independent Learners - Engage with new ideas and ways of thinking, enquiry and critical analysis of
issues and research through a sequence of subjects that culminates in the ability to reflect broadly on their
field of study. Acknowledge the work and ideas of others.
Problem Solvers - Take on challenges and apply the relevant skills required to respond effectively to the
central issues raised. Be flexible, thorough and innovative and aim for high standards.
Effective Communicators - Articulate ideas and convey them effectively using a variety of modes.
Engage collaboratively with people in different settings. Recognise how culture can shape communication.
Responsible - Understand how decisions can affect others, and make ethically informed choices.
Appreciate and respect diversity. Act with integrity as part of local, national, regional, global and
professional communities.
st nd
due: Weekly: 1 Review in Week 4, Wed March 24 by 8pm and 2 Review in Week 10, April
Wednesday 28 by 8pm)
weighting: Week 4: 10% + Week 10: 20%
length: Week 4: 300 words, Week 10: 500 words.
Each week students will construct a short blog post on the topic presented in the lecture
and discussed during the lab/tutorial time. Students will upload their blogs to the DIGC
Social Network Research NING site (to be introduced in Week 1) each week and are
expected to complete post by the following week (before the lecture).
In order to meet the participation requirements for this assessment task and in the subject
overall students must read and make constructive comments on at least three (3) separate
blogs of your peers each week. (This does not include commentary generated online in the
group projects). The blogs should feature a variety of primary, secondary and tertiary
sources, and should be fully referenced.
In Week 4 students will nominate their best post, with a short justification. Students will also
nominate their favourite post from someone else on the NING, and nominate the most
useful comment posted anywhere on the NING so far. Give a short justification for each
decision with regard to composition, research, critical inquiry and use of theory. (300
Words)
In Week 10 students will nominate their best three blogs post of the session, with a short
justification for each post. Students will also nominate their top three posts of others on the
NING, and nominate the three most useful comments posted on the site. Give a short
justification for each decision with regards to composition, research, critical inquiry and use
of examples. Short quotes only. (500 Words)
The highest standard of blogging practice will attempt to comment on the lecture, in-class
group work, weekly readings and make reference to further academic sources and
exemplification from your own research and experience. Each week should be considered
as a short reflective work, not a summary of the readings or lecture, but you can refer to key
terms, quotes, or review main points. The assessment will give you regular practice in
selective articulation and interpretive responses to the weekly materials and provide an
opportunity to contribute your own research findings.
From Week 2 onwards students will work to collaboratively produce a digital game proposal
and present an industry style developers „pitch‟ during the lab/tutorial in Week 6.
The groups of 3-4 students will coproduce a 10-15 minute pitch outlining the idea for a
digital game and the shape of their final project.
The presentation should feature a range of visual and audio materials and research should
come from academic and industry sources, and original primary investigation.
The pitch should be accompanied by a short 500 word report posted to the NING site and
submitted via email detailing the outcomes intended for Week 13 deadline and the specific
roles of each member of the group.
due: during lab/tutorials on Wednesday Week 11 (May 19) and Wednesday Week 12 (May 26)
weighting: 25%
length: 15-20 minutes
In Weeks 11 and 12 the student groups will present on the final shape of their digital games
proposals detailing the individual research and production roles of the group members. The
presentation should include visual and audio materials and address the following elements of
the game (but are not limited to):
The presentation should touch on industry, user and academic research and should be
accompanied by complete reference list. Students will be involved in the peer assessment of
the group projects in Week 13.
4: Game Design
Weekly Blogs Group Dossier
5: Participation
This week introduces the subject by placing digital games in a framework for
understanding them at once as a family of technologies, as a central part of the
global creative economy, and as a dynamic element of contemporary culture.
Students will be introduced to the 2010 DIGC Social Research NING Network a small
scale social network useful for supporting our online blogging, research outcomes
and e-learning needs.
Note: Instructions on how to sign up to the DIGC Social Research NING group will be made available
during the lecture. An email invitation will be sent to your nominated email. Sign up to the NING in your
own time and write your first blog post.
Blog Topic
Post an introductory message about yourself and about your gaming history and current gaming practices.
Tell us about the digital games you play, like or dislike. Don‟t worry if you don‟t play games regularly –
what was the last game you tried or watched someone else play? Have you fallen victim to Farmville or
Bejewelled on Facebook, are you a Solitaire or Minesweeper procrastinator, have you enjoyed a Guitar
Hero effort or play tested a friends‟ Nintendo Wii? Or are you are „hardcore‟ World of Warcraft fanatic?
Reading
Egenfeldt-Nielsen et al, 2008 Chapter 3, 'What is a game?' Understanding Video Games The Essential
Introduction (Egenfeldt-Nielsen, Simon, Heide Smith, Jonas, Pajares Tosca Susana) p22-44. (Library e-
reading)
Kerr Aphra, Kucklich Julian, Brereton, Pat 2006, 'New media - new pleasures?' International Journal of
Cultural Studies, vol. 9, no. 1, pp.63-82.
Williams, Dmitri, Yee, Nick, and Caplan, Scott 2008, 'Who plays, how much and why?
Debunking the stereotypical gamer profile', Journal of Computer-Mediated Communication vol.
13 pp.993-1018.
This week offers an approach to understanding the history and aesthetics of digital games,
which shows that at all times games need to be considered in relation to surrounding
technologies and cultural forms. This week advances understanding about the interchange
between games and other media “ in terms of images and sounds, narrative elements,
technologies and modes of consumption.
Tutorial
After playing and discussing a range of online games genres, students will use the web to investigate and
write a brief summary of the history of one form or genre of digital games. Students will then form groups
to begin working on their ideas for the major game design project.
Blog Task
With reference to the lecture, group discussion and the reading this week discuss your personal interest in
the games industry and about the type of game you might be interested in developing. Vary your response
from the general to the specific, use the link feature to add hyperlinks, audio and video to exemplify your
discussion. What research, creative and production skills and interests can you bring to the group project?
Reading
Malaby, Thomas 2007, „Beyond Play: A New Approach to Games‟ Games and Culture, no. 2, p.95.
Wilson, Jason 2008, „Participation TV‟: Videogame archaeology and new media art.‟ In Jason
Wilson and Melanie Swalwell. (Eds) The pleasures of computer games: Theory, history,
aesthetics. Jefferson, NC: McFarland. (Library e-reading)
Tutorial
Students will interview one another on their personal game playing history and report their initial
discoveries on the NING. The week‟s research task will focus on locating sources of games, including
experimental and indie titles that require us to think about „game‟ spaces, both public and private, in
different ways. Some time will be devoted to the groups‟ preparation for the game „pitch‟.
Blog Task
Summarise your role in the group and your contributions and ideas to the project – what to do you think is
a feasible project management approach, what kind of project are you interest in developing – what do
you want to include in the pitch? What digital literacies and creative skills can you bring to the group? With
reference to one of the readings this week describe how your game is to be controlled and what this might
mean for the player‟s sense of space, location and sense of interaction online and off?
Reading
Hjorth, Larissa 2007, „The Game of Being Mobile: One Media History of Gaming and Mobile
Technologies in Asia-Pacific‟. Convergence: The International Journal of Research into New
Media Technologies, 13: 369-381.
Murphy, Sheila 2004, 'Live in Your World, Play in Ours: The Spaces of Video Game Identity',
Journal of Visual Culture, vol. 3, no.2, pp223-238.
Ornebring, Henrik 2007, „Alternative reality gaming and convergence culture: The case of Alias‟,
International Journal of Cultural Studies, vol. 10, no. 4, pp. 445-462.
Wark, Mackenzie 2007 'Allegory' Gamer Theory, Harvard University Press, Cambridge.
(Library e-reading)
Tutorial
Group work is the focus this week as we discuss and revise our collaborative games projects. Individually
we will research the trajectory of one established games title. How does the production of serialised
content and the transformation of intellectual properties, like Grand Theft Auto, Call of Duty, or any of the
FIFA and EA titles, differ to the demands of other mediums including film, television and print – how do
games incorporate and transform innovations of these technologies?
Blog Task
Make a rough account of all the devices for playing games in your home. Where is the most common
location for games playing in your house? How often does your household play games together? How has
family and home-orientated gaming experiences changed in your lifetime? Consult with two different
generations in your family for their perspective.
Reading
Barry Ip 2008, „Technological, Content, and market Convergence in the Games Industry, Games and
Culture, no. 3.
Aayama Yuko, Izushi Hiro 2003, Hardware gimmick or cultural innovation? Technological, cultural and
social foundations of the Japanese video game industry, Research Policy, 32, pp. 423-444.
Tutorial
Demonstration and discussion of PC games will be followed by an individual research task exploring the
impact of digital distribution on the PC games industry and look to some of the emerging future trends of
the industry.
Blog Task
Games Review: Students will imagine themselves in the role of a games journalist – play test and review a
game on a personal computer (PC, MAC, Notebook or Netbook etc) and provide a short game review.
Reading
Barry Atkins “What Are We Really Looking at?: The Future-Orientation of Video Game Play”
Games and Culture 2006 1 (2): 127-140.
Klastrup, Lisbeth 2007, 'Why Death Matters: Understanding Gameworld Experience', Journal of
Virtual Reality and Broadcasting, vol. 4, no. 3,
Moore, C. 2009, „Digital Games Distribution: The Presence of the Past and the Future of Obsolescence‟,
M/C Journal, vol. 12, no. 3.
Blog Task
In reviewing one of the presentations in class this week, provide constructive feedback and conduct a
peer assessment addressing your comments in line with the assessment criteria available on the NING.
What was the most appealing element of the pitch, what elements of the idea required further research
and planning?
Reading
Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game
Modification." Games and Culture 2 (2007): 300-13.
Chan, Dean 2008 'Negotiating Online Computer Games in East Asia: Manufacturing Asian MMORPGS
and Marketing 'Asianess' p186 -196.
Games have long been a ‚bad oblect‛ for sectjons of the medja and poljcy makers.
Often construed as ‚chjldren’s medja‛, games have been jnterrogated for the
‘jmpact’ of thejr content, and jn particular to their depictions of interactive violence
and simulated se. This week will examine some cases of panic and policymaking
around games, and show how they have often attracted anxieties about a
broader transjtjon toward a ‚djgjtal culture‛.
Tutorial
Student Online Debate – this week we will be using NING to produce an online debate over digital
game content. Four teams will be conducting the debate asynchronously with students arguing for and
against the inclusion of either violent and sexualised materials in video games.
Blog Task
Briefly summarise your main contribution to debate this week and review the arguments produced during
the seminar and reflect on which you consider stronger (can be from any group). Nominate the most well
researched and engaging argument from someone in your group – be sure to include a reference to their
blog post.
Reading
Galloway, Alexander 2006, 'Origins of the First-Person Shooter, Gaming Essays on Algorithmic Culture',
University of Minnesota Press, Minneapolis. p39-69. (Library e-reading)
Bittanti, Matteo 2006, „From gunplay to gunporn: A technovisual history of the first-person
shooter.‟ URL: http://www.mattscape.com/images/GunPlayGunPorn.pdf
Kenyota, Gregory 2008, Thinking of the Children: The Failure of Violent Video Game Laws,
Fordham Intellectual Property, Media & Entertainment Law Journal, vol. 18, no 3. (available:
http://law.fordham.edu/publications/index.ihtml?pubID=200)
Tutorial
We will examine and discuss several forms of regulation connected to digital games, including censorship
and content regulation, intellectual property rights and End User License Agreements and Terms of
Service contracts and beyond. We will explore what rights the „user‟ has in the governance of user-
generated content.
Blog Task
Account for the types and forms of intellectual property rights and digital content that are likely to be
generated as your game is developed, from planning through to production. Give attention to what laws,
policies or cultural practices that will challenge the policing of your group‟s intellectual property.
Reading
Crawford Susan P. 2006, 'Who's in Charge of Who I am? Identity and Law Online', The State of Play Law,
Games, and Virtual Worlds (Jack M Balkin and Beth Simone Noveck), New York University Press, New
York. 198-216. (Library e-reading)
Moore, C. 2005b, „Commonising the Enclosure: Online Games and Reforming Intellectual Property
Regimes‟, Australian Journal of Emerging Technologies and Society, vol. 3, no.2.
Humphreys, Sal, Fitzgerald Brian, Banks John, Suzor Nic 2005, 'Fan-based production for
computer games: user-led innovation, the 'drift of value' and intellectual property rights',
Media International Australia, no 114, pp.16- 29.
Herman, Andrew, Coombe Rosemary J., Kaye Lewis 2006, 'Your Second Life? Goodwill and the
performativity of intellectual property in online digital gaming', Cultural Studies, vol. 20 nos.
2-3, pp. 184-210.
Deuze, Mark, Chase Bowen Martin, and Christian Allen 2007, „The Professional Identity of
Gameworkers‟, Convergence: The International Journal of Research into New Media
Technologies (13), pp.335-353
The lecture this week considers digital games in culturally specific context and
allows students to think through issues of identity, nationality and gender in digital
games playing cultures. We examine the activities of Australian gamers, games
fans, programmers, artists and journalists. We look to the trajectory between
casual gamers and the ‘hardcore players and e-sports competitors and make a
closer examination of the national industry and ask who buys games and why?
Are we more like China, Japan and South Korea as gamers or do we reflect the
Western audiences in the UK and US? Are games ‘gendered’ jn thejr marketjng,
technologies, and production as much as their content? Is there a connection
between national cultures and games that originate in particular national
contexts?
Tutorial
Track down an Australian games developer, publisher, games magazine, distributor or retail company and
provide a short referenced encyclopaedic style article – be sure to check your research but do not use
Wikipedia at all during this part of the task.
Blog Task
Examine the Wikipedia entry for the company you selected – is there anything you can add? Find one
piece of information you can add then sign up to Wikipedia and make your changes – then document the
process on your blog. (Remember to do this task in the correct order – no peaking at Wikipedia first! )
Reading
Brand Jeffrey, Borchard Jill, Holmes Kym 2009, „Case Study: Australia‟s Computer Games Audience and
Restrictive Ratings System‟, Communications & Strategies, no. 73, pp. 67-79.
Turkle Sherry 1995, 'Chapter 10. Identity Crisis', Life on the Screen, Touchstone, New York. p.255-
(Library e-reading)
feedback and conduct a peer assessment addressing your comments in line with the assessment
criteria. What was the most appealing element of the pitch, what elements of the idea require
further research and planning?
feedback and conduct a peer assessment addressing your comments in line with the assessment
criteria. What was the most appealing element of the pitch, what elements of the idea require
further research and planning?
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