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Class Games and Culture

  • Code

    Code

    ULHT6275-22893
  • Syllabus

    Syllabus

    1. Games as a means to a definition of contemporary culture - Are the games narrative oriented or game oriented?  2. The games as cultural products:  

    - The game as an art form, as an advertisement, as a business model, as an educational object model. 3. The games and their boundaries:  

    - The colonization of games and their penetration in daily social life. 

    - The games and the "normality" of the narrative contents. 

    4. The games as self-reflective object:  

    - The players and their identity. 

    - From hypersexualized representation to racial dominance in games. 

    - Why do games have races and classes? 

    5. The games as a representation of the near future: 

    - speculative fiction, posthumanism, technophilia, and technophobia. 

    - The role of games in the current ecological crisis.

  • Objectives

    Objectives

    - To be able to relate the study of games as an important cultural study. 

    - To identify games as cultural products, identifying the new collective playful forms of cultural experience that develop through the game. 

    - To develop critical knowledge about the impact of games on cultural media and their dissemination power for a political and social agenda. 

    - Develop a study applied to games, being able to present it in scientific publication format (article and oral communication)

  • Teaching methodologies and assessment

    Teaching methodologies and assessment

    A series of innovative methodologies are implemented in all the sessions of this curricular unit:

    - Active methodologies, in which the teacher mediates the training so that the student can present their point of view in class and increase their critical sense.

    - Use of STEAM resources.

    - The Maker Movement, as several disciplines and teachers are involved in the development of this course;

    - Project-orientated teaching, in which students work in groups, with peer review, to solve challenges proposed (problems) by the class.

  • References

    References

    Chang, A. (2019). Playing Nature: Ecology in Video Games. Minneapolis: University of Minnesota Press 

    Galloway, A. (2012). The Interface Effect. Malden: Polity Books. 

    Heise, U. (2017). Imagining Extinction: The Cultural Meanings of Endangered Species. Chicago: University of Chicago Press. 

    Muriel, D. & Crwaford, G. (2018) VIDEO GAMES AS CULTURE Considering the Role and Importance of Video Games in Contemporary Society. London: Routledge. 

    Murray, S. (2018). On Video Games The Visual Politics of Race, Gender and Space. London: I.B.Tauri. Willis, J. (2019). Gamer Nation: Video Games and American Culture. Baltimore: Johns Hopkins University Press.

     

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