IM090 Digital Games Critical Analyses

Faculty of Arts
Spring 2019
Extent and Intensity
0/2/0. 4 credit(s). Type of Completion: zk (examination).
Mgr. Bc. Silvester Buček (lecturer)
Guaranteed by
doc. Mgr. Jana Horáková, Ph.D.
Department of Musicology - Faculty of Arts
Contact Person: Bc. Jitka Leflíková
Supplier department: Department of Musicology - Faculty of Arts
Mon 18:00–19:40 N21
Course Enrolment Limitations
The course is also offered to the students of the fields other than those the course is directly associated with.
The capacity limit for the course is 40 student(s).
Current registration and enrolment status: enrolled: 8/40, only registered: 0/40, only registered with preference (fields directly associated with the programme): 0/40
Fields of study the course is directly associated with
there are 7 fields of study the course is directly associated with, display
Course objectives
After successfully finishing this class, the student will be able to: +) Analyze digital games as meaningful cultural artifacts. 2) Explain the way computer games work as a medium, their affordances and limitations. 3) Discuss the ideology and bias built in games' rule systems and representations. 4)Form opinions on the current state of the medium of the digital game. 5) Interpret games in terms of their narratives and game mechanics.
Learning outcomes
Position papers from literature: 3 x 5 points (15) Presentation of research: 25 points Seminar work: 60 points 100-93 = A; 92-85 = B; 84-76 = C; 75-68 = D; 67-60 = E; 59 or less = Fx.
  • 1. Introduction 2. Games as an object of study. Cultural studies and critical analysis of games 3. Videogames industry and its kontext in view of cultural studies. Videogames ingustry as post-industrial cultural form. 4. Videogames journalism. Ideal review (homework assignment) 5. Public holiday 6. Transtextualita and fandom 7. Fans as an postmodern subculture 8. Ideology in games 9. Status quo and subversion 10. Gender representation, gender stereotypes and sexuality in games 11. Identity and multiculturalism 12. Diegesis and metagames
  • BOGOST, Ian. Persuasive games : the expressive power of videogames. 1st MIT Press pbk. ed. Cambridge, Mass.: MIT Press, 2010. xii, 450. ISBN 9780262026147. info
  • SICART, Miguel. The ethics of computer games. London: MIT Press, 2009. 264 s. ISBN 9780262012652. info
  • Gamingessays on algorithmic culture. Edited by Alexander R. Galloway. London: University of Minnesota Press, 2006. xiii, 143. ISBN 9780816648511. info
  • JUUL, Jesper. Half-real : video games between real rules and fictional worlds. Cambridge, Mass.: MIT Press, 2005. ix, 233. ISBN 9780262516518. info
  • TEKINBAŞ, Katie Salen and Eric ZIMMERMAN. Rules of play : game design fundamentals. London: MIT, 2004. xv, 672. ISBN 0262240459. info
  • MURRAY, Janet Horowitz. Hamlet on the holodeck : the future of narrative in cyberspace. Cambridge, Massachusetts: MIT Press, 1998. xii, 324. ISBN 0262631873. info
Teaching methods
Lecutures and discussions on selected topic and literature
Assessment methods
Students hand in one analysis of different critiques of one selected game. At the end of semestre, students hand a critique analysis on topic related with lessons. The topic of analysis will be shortly presented on 10th lecture.
Language of instruction
Further Comments
Study Materials
The course is taught annually.
The course is also listed under the following terms Autumn 2009, Spring 2012, Spring 2014, Spring 2015, Spring 2016, Spring 2017, Spring 2018.
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