-
Presentation
Presentation
Video games have been around for more than half a century and are currently taking a prominent place in contemporary culture. In this sense, the curricular unit Video Games Criticism and Analysis will consist of an approach to the video game as a playful artifact with the purpose of playing, analyzing and critically it, regardless of its typologies, its genre / author, ratings, innovations, characteristics and platforms. Finally, to understand the importance of videoludic criticism for the artistic legitimation of its environment, as this is the only way to contribute to a more creative and mature evolution of the video game industry.
-
Class from course
Class from course
-
Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 6
-
Year | Nature | Language
Year | Nature | Language
1 | Mandatory | Português
-
Code
Code
ULP2533-16933
-
Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
-
Professional Internship
Professional Internship
Não
-
Syllabus
Syllabus
1. From critical thinking to creative writing 1.1. What is the purpose for writing a critique? 1.2. Critique vs. review; 1.3. Critical thinking: how to develop? 1.4. What is creative writing? 1.5. Creative writing: how to develop? 2. The videogame critique 2.1. Context analysis 2.2. How to develop a critique? 2.3. How to evaluate a “good” critique? 3. General guidelines for videogame analysis 3.1. Playing a videogame before writing; 3.2. Types of videogames’ analysis (New Games Journalism); 3.2.1. Comparative analysis; 3.2.2. Interpretative analysis; 3.2.3. Historical analysis; 3.2.4. Case studies analysis; 3.3. Contextualization; 3.4. Videogames at a glance; 3.5. Formal elements of analysis.
-
Objectives
Objectives
Students should acquire elementary notions of critical analysis of the various formal dimensions of the video game as a playful artifact. The aim is thus to promote students' ability to judge the value of video games, considering such competence as absolutely essential for the production of artifacts in their industry. At the end of UC, students should be able to: Recognize and distinguish the moment of analysis from the moment of critique; Play, analyze, interpret and criticize video games as a whole; Develop critical thinking and creative writing; Analyze a video game in relation to a genre and / or author; Know how to apply judgments on the basis of different aesthetic theories, bibliographical references, perspectives and knowledge; Know how to evaluate the content of a critique; Write texts and critical essays on videogames based on formal analysis guidelines.
-
Teaching methodologies and assessment
Teaching methodologies and assessment
The classes are theoretical and practical, being the oral presentation of the syllabus by the teacher with occasional recourse to the projection of complementary audiovisual elements and discussion with students. Several practical exercises will also be performed using the activity of playing video games to consolidate knowledge. Continuous assessment is divided into the following components: Practical exercises in class and at home (critical analysis) individual, with presentation and discussion in the classroom (60%); Final group work of 2 students (critical essay) to a videogame with presentation in the classroom (40%); Attendance: students must attend to at least 70% of classes. Exam evaluation: Critical essay with presentation of a videogame chose from a list proposed by the teacher (100%).
-
References
References
Atkins, B. (2003), More Than a Game: The Computer Game as Fictional Form, Manchester: M. U. Press. Bogost, I. (2006), Unit Operations: An Approach to Videogame Criticism, Mass.: The MIT Press. Carita, A. (2023), A Fotografia nos Videojogos: Um ensaio fotográfico ao The Last of Us Part II, Lisboa, Lisbon Press. Carita, A. (2015), Pensar Videojogos: Design, Arte e Comunicação, Lisboa, Ed. U. Lusófonas. Galloway, A. R. (2006), Gaming: Essays on Algorithmic Culture, London: University of Minnesota Press. Gee, J.P. (2004), What Videogames Have To Teach Us About Learning and Literacy, NY: Palgrave Macmillan. Gouveia, P. (2010), Artes e Jogos Digitais – Estética e Design da Experiência Lúdica, Lisboa: Ed. U. Lusófonas. Juul, J. (2005), Half-Real: Video Games Between Real Rules and Fictional Worlds, Mass.: The MIT Press. Rutter, J.; Bryce, J., ed. (2006), Understanding Digital Games, London: SAGE Publications. Tavinor, G. (2009), The Art of Videogames, Oxford: Wiley-Blackwell.
-
Office Hours
Office Hours
-
Mobility
Mobility
No