This course would enable students to demonstrate competence in the critical reading of complex cultural texts relating to games, cultural responses to games, and the academic study of games about the origins and historical development of video games. This course would develop awareness of the complex cultural context within which games exist such as children’s culture, geek culture, women’s issues, political issues, economic issues, aesthetic issues etc.

References:

  1. Video Games and Learning: Teaching and Participatory Culture in the Digital Age, Squire K. 2011, Teachers College Press, Columbia University.
  2. Reality is Broken: Why Games Makes us Better and How They Can Change the World, McGonigal, J. 2011, The Penguin Press.
  3. A Theory of Fun Game Design, Koster R. 2005 Paraglyph Press.
  4. Persuasive Games: The Expressive power of video Games, Bogost, I. 2007 MIT Press Book.