Fall 2012, Wednesdays 1:40 PM - 4:10 PM
Smith Warehouse, Bay 4, Room C104

Timothy Lenoir
Kimberly J. Jenkins Chair for
New Technologies in Society
lenoir A-T duke D-O-T edu
Smith Warehouse Bay 11 Rm. A231
919-668-1952 (office)
Office hours: TBD
Course email list: TBD

Patrick Herron
Research Analyst/Technologist
Jenkins Collaboratory
patrick D-O-T h A-T duke D-O-T edu
Smith Warehouse Bay 11 Room A-232
919-668-0276 (office)
Office hours: By appointment

 
 


Syllabus

ISIS 510S / VMS 566S
How They Got Game
Fall 2012, Wednesdays 1:40 PM - 4:10 PM
Smith Warehouse, Bay 4, Room C104


History and cultural impact of interactive simulations and video games. Evolution of computer and video game design from its beginnings to the present: storytelling, strategy, simulation, sports, 3D first-person games. Cultural, business, and technical perspectives. Insights into design, production, marketing, and socio-cultural impacts of interactive entertainment and communication.

Instructors: Timothy Lenoir and Patrick Herron




Week 1: Wednesday August 31
Course Introduction


  • Overview and Requirements

  • Game Play Poll



  • Wednesday, September 5


  • Johan Huizinga, "Ch 1: Nature and Significance of Play as a Cultural Phenomenon; Ch 3: Play and Contest as Civilizing Functions; Ch. 5: Play and War; Ch. 12: The Play-Element in Contemporary Civilization." In Homo Ludens: A Study of the Play Element in Culture, 1-27; 46-75; 89-104; 195-213. Boston: Beacon, 1955.

  • Roger Caillois, "Chapter 1: The Definition of Play; Chapter 2: The Classification of Games." In Man, Play and Games, 3-10; 11-35. Urbana and Chicago: University of Illinois Press, 2001.



  • Wednesday, September 12


  • Jane McGonigal, Reality is Broken, New York: Penguin, 2011, Part I: pp. 1-118.

  • Edward Castronova, "Chapter 2: The User; Chapter 3: The Mechanics of World-Making; Ch. Part Ii When Boundaries Fade; Ch. 6 the Almost Magic Circle." In Synthetic Worlds: The Business and Culture of Online Games, 51-78; 79-99; 145-60. Chicago: University of Chicago Press, 2004.



  • Wednesday, September 19


  • Stephen Kline, Nick Dyer-Witheford, and Greig De Peuter, Digital Play: The Interaction of Technology, Culture, and Marketing, Montreal: McGill-Queens University Press, 2003, pp. 84-108.

  • Tim Lenoir, "All But War Is Simulation: The Military-Entertainment Complex," Configurations, Vol. 8 (2000), pp. 238-335.

  • Tim Lenoir, "Programming Theaters of War: Gamemakers as Soldiers," in Robert Latham, ed., Bombs and Bandwidth: The Emerging Relationship between IT and Security, New York: New Press, 2003, pp. 175-198.

  • Hezbollah's Special Force 2
    http://www.youtube.com/watch?v=ECJHi7DyeJc

  • Ed Halter, "Islamogaming: Looking for Videogames in the Muslim World," Computer Gaming World, September 2006, No. 266, pp. 38-41. (html)
    http://www.1up.com/features/islamogaming

  • Matt Peckham, "Guns and Roses: Antiwar activists take their message online," Computer Gaming World, September 2006, No. 266, pp. 44-46.

  • Kuma War
    http://www.kumawar.com/



  • Wednesday, September 26
    Theories of Fun

    This week's presenters: David Rambo and Katie Jentleson


  • Super Mario Galaxy

  • Edward Castronova, "Chapter 6: A Theory of Fun; Chapter 8: The Fun Economy." In Exodus to the Virtual World, 91-108; 37-58. New York: Palgrave Macmillan, 2007.

  • Mihaly Csikszentmihalyi and Judith LeFevre. "Optimal Experience in Work and Leisure." Journal of Personality and Social Psychology 56, no. 5 (1989): 815-22.

  • E. Gregory, "Understanding Video Gaming's Engagement: Flow and Its Application to Interactive Media." Media Psychology Review 1, no. 1 (2008).



  • Wednesday, October 3
    Violence and Games

    This week's presenters: Daniel Prichard and Zheng Gou


  • Halo

  • Call of Duty: Modern Warfare 2

  • Craig A. Anderson, Jeanne B. Funk, and Mark D. Griffiths. "Contemporary Issues in Adolescent Video Game Playing: Brief Overview and Introduction to the Special Issue." Journal of Adolescence 27, no. 1 (2004): 1-3.

  • Nicholas Carnagey and Craig Anderson. "The Effects of Video Game Violence on Physiological Desensitization to Real-Life Violence." Journal of Experimental Social Psychology (2006).

  • Douglas A. Gentile, Paul J. Lynch, Jennifer Ruh Linder, and David A. Walsh. "The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance." Journal of Adolescence 27, no. 1 (2004): 5-22.

  • M. D. Griffiths, Mark N. O. Davies, and Darren Chappell. "Online Computer Gaming: A Comparison of Adolescent and Adult Gamers." Journal of Adolescence 27, no. 1 (2004): 87-96.

  • Eric Uhlmann and Jane Swanson. "Exposure to Violent Video Games Increases Automatic Aggressiveness." Journal of Adolescence 27, no. 1 (2004): 41-52.

  • Elly A. Konijn, Marije Nije Bijvank, and Brad J. Bushman. "I Wish I Were a Warrior: The Role of Wishful Identification in the Effects of Violent Video Games on Aggression in Adolescent Boys." Developmental Psychology 43, no. 4 (2007): 1038-44.

  • Rowell L. Huesmann, "Nailing the Coffin Shut on Doubts That Violent Video Games Stimulate Aggression: Comment on Anderson et al. (2010)." Psychological Bulletin 136, no. 2 (2010): 179-81.



  • Wednesday, October 10
    Narratives and Games

    This week's presenters: TBD


  • Final Fantasy

  • Legend of Zelda

  • Janet Murray, "From Game-Story to Cyberdrama," in Noah Wardrip-Fruin and Pat Harrigan, eds., First Person: New Media as Story, Performance, and Game (MIT Press, 2002), pp. 2-11.

  • Ken Perlin, "Can There Be a Form between a Game and a Story?" in Noah Wardrip-Fruin and Pat Harrigan, eds., First Person: New Media as Story, Performance, and Game (MIT Press, 2002), pp. 12-18.

  • Gonzalo Frasca, "Ludology Meets Narratology: Similitude and differences between (video)games and narrative."

  • Dominic Arsenault, "When Game Design and Narratives Unite"

  • Torben Grodal, "Stories for the Eye, Ear, and Muscles: Video Games, Media, and Embodied Experiences." In The Video Game Theory Reader, Mark Wolf and Bernard Perron, eds., New York; Routledge, 2003: pp. 129-156.

  • Greg Costikyan, "Where Stories End and Games Begin." Game Developer 7, no. 9 (2000): 44-53; online at: http://www.costik.com/gamnstry.html.

  • David L. Roberts, Merrick L. Furst, Charles L. Isbell, and Brian Dorn. "Using Influence and Persuasion to Shape Player Experience." Paper presented at the ACM SIGGRAPH, 2009.

  • David L. Roberts, Mark O. Riedl, and Charles L. Isbell. "Beyond Adversarial: The Case for Game Ai as Storytelling." In Proceedings of the Digital Games Research Association (DiGRA), 2009.



  • Wednesday, October 17
    Fall Break No Class




    Wednesday, October 24
    Grand Theft Auto

    This week's presenters: TBD


  • Grand Theft Auto

  • David Leonard, "Virtual Gangstas, Coming to a Suburban House Near You: Demonization, Commodification, and Policing Blackness," Nate Garrelts, ed., The Meaning and Culture of Grand Theft Auto: Critical Essays, Jefferson, NC; MacFarland Publishers, 2006, pp. 49-69.

  • Laurie N. Taylor, "From Stompin Mushrooms to Bustin Heads: Grand Theft Auto III as Paradigm Shift," The Meaning and Culture of Grand Theft Auto: pp. 115-125.

  • Ian Bogost and Dan Klainbaum," Experiencing Place in Los Santos and Vice City," The Meaning and Culture of Grand Theft Auto: pp. 162-176.

  • Cindy Poremba, "Against Embedded Agency: Subversion and Emergence in GTA3, The Meaning and Culture of Grand Theft Auto: pp. 199-209.

  • Wm. Ruffin Bailey," Inviting Subversion: Metalepses and Tmesis in Rockstar Games' Grand Theft Auto Series," The Meaning and Culture of Grand Theft Auto: pp. 210-225.

  • Gonzalo Frasca, "Sim Sin City: Some thoughts about Grand Theft Auto 3," Game Studies, Vol 3, no2, December 2003.

  • Fumiko Hoeft, Christa L. Watson, Shelli R. Kesler, Keith E. Bettinger, and Allan L. Reiss. "Gender Differences in the Mesocorticolimbic System during Computer Game-Play." Journal of Psychiatric Research 42, no. 4 (2008): 253-58.

  • Nick Dyer-Witheford and Greig de Peuter. "Imperial City: Grand Theft Auto." In Games of Empire: Global Capitalism and Video Games, 153-182. Minneapolis: University of Minnesota Press, 2009.



  • Wednesday, October 31
    World of Warcraft

    This week's presenters: TBD


  • World of Warcraft

  • Nick Dyer-Witheford and Greig de Peuter. "Biopower Play: World of Warcraft." In Games of Empire: Global Capitalism and Video Games, 123-51. Minneapolis: University of Minnesota Press, 2009.

  • Scott Rettberg, "Corporate Ideology in World of Warcraft." In Digital Culture, Play, and Identity: A World of Warcraft Reader, edited by Hilde G. Corneliussen and Jill Walker Rettberg, 19-38. Cambridge, MA: MIT Press, 2008.

  • Bonnie Nardi and Jannis Kallinikos. "Opening the Black Box of Digital Technologies: Mods in World of Warcraft." In 23rd EGOS Colloquium, 5-7 July, 2007.

  • Nicholas DiGiuseppe and Bonnie Nardi. "Real Genders Choose Fantasy Characters: Class Choice in World of Warcraft." First Monday 12, no. 5 (7May) (2007).
    http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/1831/715



  • Wednesday, November 7
    Social Games

    This week's presenters: TBD


  • Pandemic

  • Farmville

  • H. Cole and M. Griffiths. "Social Interactions in Massively Multiplayer Online Role-Playing Gamers." CyberPsychology and Behavior 4, no. 10 (2007): 575-83.

  • T.L. Taylor, "Chapter 2: Gaming Lifeworlds: Social Play in Persistent Environments; Chapter 4: Where the Women Are; Chapter 6: The Future of Persistent Worlds and Critical Game Studies." In Play between Worlds: Exploring Online Game Culture, 21-66; 93-124; 151-62. Cambridge, MA: MIT Press, 2006.



  • Wednesday, November 14
    Political Games

    This week's presenters: TBD


  • Play September 12; Play Darfur is Dying

  • Ian Bogost and Persuasive Games. "The Arcade Wire: Airport Security; Disaffected!" In Persuasive Games: http://www.persuasivegames.com/games/ : New York Times, 2010-2011.
    Airport Security: http://www.persuasivegames.com/games/game.aspx?game=arcadewireairport
    Disaffected!: http://www.persuasivegames.com/games/game.aspx?game=disaffected

  • Gonzalo Frasca, "Videogames of the Oppressed: Critical Thinking, Education, Tolerance and Other Trivial Issues," in Noah Wardrip-Fruin and Pat Harrigan, eds., First Person: New Media as Story, Performance, and Game (MIT Press, 2002), pp. 85-94.

  • Clive Thompson, "Saving the World, One Video Game at a Time," New York Times, July 23, 2006.

  • Ian Bogost and Gonzalo Frasca. "Video Games Go to Washington: The Story Behind the Howard Dean for Iowa Game." In Second Person: Role-Playing and Story in Games and Playable Media, edited by Pat Harrigan and Noah Wardrip-Fruin, Cambridge, MA: MIT Press, 2008, pp.233-46.
    http://www.electronicbookreview.com/thread/firstperson/elective



  • Wednesday, November 21
    Thanksgiving-No Class




    Wednesday, November 28
    ARGs

    This week's presenters: TBD


  • Jane McGonigal, Reality is Broken, New York: Penguin, 2011, Part II: pp. 119-167; Part III: 266-354.

  • World without Oil
    World without Oil



  • Wednesday, December 5
    Games of Empire

    This week's presenters: TBD


  • Nick Dyer-Witheford and Greig de Peuter. "Ch. 7 Games of Multitude; Ch. 8 Exodus: The Metaverse and the Mines." In Games of Empire: Global Capitalism and Video Games, 185-214; 215-229. Minneapolis: University of Minnesota Press, 2009.



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