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
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
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.
AARSETH, Espen. Introduction to Gamestudies. 2001. Dostupné z: http://www.gamestudies.org/0101/editorial.html
DOSTÁL, Jiří. Výukový software a počítačové hry – nástroje moderního vzdělávání. In Časopis pro technickou a informační výchovu. 2009.
GEE, James Paul. What video games have to teach us about learning and literacy. Palgrave. 2003.
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.