FF:VIKMB31 Digital Games - Course Information
VIKMB31 Digital Games - analysis and designFaculty of Arts
- Extent and Intensity
- 1/1. 4 credit(s). Type of Completion: k (colloquium).
- Mgr. Tomáš Bártek (lecturer)
Mgr. et Mgr. Zdeněk Záhora (lecturer)
- Guaranteed by
- PhDr. Petr Škyřík, Ph.D.
Division of Information and Library Studies - Department of Czech Literature - Faculty of Arts
Contact Person: Mgr. Sabina Kubisová
Supplier department: Division of Information and Library Studies - Department of Czech Literature - Faculty of Arts
- Mon 14:10–15:45 U13
- Course Enrolment Limitations
- The course is only offered to the students of the study fields the course is directly associated with.
The capacity limit for the course is 20 student(s).
Current registration and enrolment status: enrolled: 0/20, only registered: 0/20
- fields of study / plans the course is directly associated with
- Information and Library Studies (programme FF, N-IS) (2)
- Course objectives
- The course introduces digital games and its bussines as an moderne phenomena with important impact at contemporary culture and world economy. The coours aimst to teach students to thing about digital games, its industry and gamers in broader perspecitve and learn them to prototype interactive applications. The students are confronted with design methods as well as with analysis methods during the course. During three practical workshop the attention is set at game development from game mechanics to business plan, while twelve theoretical lectures focuses at complex overview at games, its audition, and teaching potential.
- 1) introduction, Game principle I (game mechanics, dynamics and aesthetics. MDA, LeBlanc a spol. (2004).
- 2) Game principle II (procedural rhetoric, rules vs. reality. Persuasive games, Bogost (2007), Half-Real, Juul (2005)
- 3) WORKSHOP: Design of an prototype
- 4) Game principle III (cybertext, emergentn gameplay, narativ Cybertext, Aarseth (1997)
- 5) educative games and serious games (What video games have to teach us about learning and literacy, Gee (2003). Výukový software a počítačové hry – nástroje moderního vzdělávání, Dostál (2009)
- 6) Audience, subcultures and motivation (magers typology, creative subcultures, gamifikace. Players who suits MUDs. Bartle (1996). Convergence culture, Jenkins (2006)
- 7) WORKSHOP: educative principle in games
- 8) Indie scene and history of games (An introduction to game studies: games in culture, Mäyrä (2008))
- 9) Game Industry & Business (investment, publishers, crowdfunding, steam. Essential Facts: About the computer and videogame industry – 2013, ESA (2013)
- 10) Development a production (development, production cycles, task systems, indie team. The business and culture of digital games: gamework/gameplay, Kerr (2006)
- 11) Digital games marketing (typology of games, media strategy, platforms. The difference between focus testing and player testing, McAllister (2012)
- 12) WORKSHOP: Plan of production
- 13) Guest – expert from industry
- 14) TEST
- required literature
- HUNICKE, LEBLANC & ZUBEK. MDA: A formal approach to game design and game research. Discovery. 2004, Sv. 83. Dostupné z: http://www.cs.northwestern.edu/~hunicke/MDA.pdf
- recommended literature
- BARTLE, Richard. Hearts, Clubs, Diamonds, Spades: Players who suit 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
- 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-testing
- 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
- SCHULTZ, Charles, BRYANT, Robert. Game Testing Mercury Learning & Information. 2011.
- GEE, James Paul. What video games have to teach us about learning and literacy. Palgrave. 2003.
- DOSTÁL, Jiří. Výukový software a počítačové hry – nástroje moderního vzdělávání. In Časopis pro technickou a informační výchovu. 2009.
- BOGOST, Ian. Persuasive games : the expressive power of videogames. 1st MIT Press pbk. ed. Cambridge, Mass.: MIT Press, 2010. xii, 450. ISBN 9780262026147. info
- MÄYRÄ, Frans. An introduction to game studies : games in culture. first published. Los Angeles: SAGE, 2008. ix, 196. ISBN 9781412934466. info
- JENKINS, Henry. Convergence culture : where old and new media collide. 1st published in paperback. London: New York University Press, 2008. xi, 353. ISBN 9780814742952. info
- SCHELL, Jesse. The Art of Game Design: A book of lenses. 2008. ISBN 0-12-369496-5. info
- KERR, Aphra. The business and culture of digital games : gamework/gameplay. first published. London: SAGE Publications, 2006. x, 177. ISBN 1412900476. info
- JUUL, Jesper. Half-real : video games between real rules and fictional worlds. Cambridge, Mass.: MIT Press, 2005. ix, 233. ISBN 9780262516518. info
- Teaching methods
- lectures, workshops, readings
- Assessment methods
- 3x workshop assignment (mandatory to pass)
written final test (40% of rating)
final project (60% of rating)
- Language of instruction
- Further Comments
- Study Materials