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Presentation
Presentation
Introduction of studies approaches to aesthetics, culture and possible intersections with the creative media of computer games. Analysis of various works and understanding of their importance in the context of contemporary media. Development of critical, analytical spirit and reflection on the contemporary world, as well as the respective trends. The role of video games in contemporary society.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 4
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Year | Nature | Language
Year | Nature | Language
3 | Optional | Português
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Code
Code
ULHT1075-22474
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
BAZIN, A. (1967). What Is Cinema? Volume I . Los Angeles: University of California Press BITTANTI, M. (2001). The Technoludic Film: Images of Video Games in Movies (1973-2001). Master¿s Theses: San Jose State University. BOLTER, J. & GRUISIN, R. (2000). Remediation: Understanding New Media . London: MIT Press LUZ, F. (2009). Jogos de Computador e Cinema: narrativas, avatares e efeitos. Lisboa: Edições Universitárias Lusófonas. MANOVICH, L. (2001), The Language of New Media . Cambridge & London: The MIT Press. MIRZOEFF, N., ed. (2002), The Visual Culture Reader 2nd Edition . London & NY: Routledge. ONG, W. J. (2002), Orality and Literacy. The Technologizing of the World . London & NY: Routledge. BARROSO, Ivan (2018), Revolução Interactiva . Lisboa, Blurb ed. ENSLIN, Astrid (2012), The Language of Gaming , New York, Palgrave. KOHLER, Chris (2016), Power Up: How Japanese video games gave the world an extra live, New York, Dover Publications.
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Objectives
Objectives
Basic vocabulary of visual culture, aesthetics and other related disciplines, such as phenomenology, linguistics, semiotics and filmology. Ability to critically analyze figurative, audiovisual and interactive works. Fluency in expression and reading or using advanced theoretical language.
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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.
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References
References
BAZIN, A. (1967). What Is Cinema? Volume I . Los Angeles: University of California Press BITTANTI, M. (2001). The Technoludic Film: Images of Video Games in Movies (1973-2001). Master¿s Theses: San Jose State University. BOLTER, J. & GRUISIN, R. (2000). Remediation: Understanding New Media . London: MIT Press LUZ, F. (2009). Jogos de Computador e Cinema: narrativas, avatares e efeitos. Lisboa: Edições Universitárias Lusófonas. MANOVICH, L. (2001), The Language of New Media . Cambridge & London: The MIT Press. MIRZOEFF, N., ed. (2002), The Visual Culture Reader 2nd Edition . London & NY: Routledge. ONG, W. J. (2002), Orality and Literacy. The Technologizing of the World . London & NY: Routledge. BARROSO, Ivan (2018), Revolução Interactiva . Lisboa, Blurb ed. ENSLIN, Astrid (2012), The Language of Gaming , New York, Palgrave. KOHLER, Chris (2016), Power Up: How Japanese video games gave the world an extra live, New York, Dover Publications.
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Office Hours
Office Hours
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Mobility
Mobility
No