filmeu

Class Aesthetics, Culture and Games

  • 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.
  • Code

    Code

    ULHT1075-22474
  • 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.
  • 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.
  • 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

    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.
SINGLE REGISTRATION
Lisboa 2020 Portugal 2020 Small financiado eu 2024 prr 2024 republica portuguesa 2024 Logo UE Financed Provedor do Estudante Livro de reclamaões Elogios