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Presentation
Presentation
Game Design Game and Culture
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Master Degree | Semestral | 6
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Year | Nature | Language
Year | Nature | Language
1 | Mandatory | Português
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Code
Code
ULHT6275-22893
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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
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.
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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)
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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
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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Office Hours
Office Hours
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Mobility
Mobility
No