Welcome to Game Culture. This course page is a draft and under development.
Core Syllabus: Game_Culture_Syllabus
Example Syllabi:
Previous Syllabi: Game_Culture_Syllabus_jb
1. What Video Games Have to Teach Us About Learning and Literacy (Paperback) by James Paul Gee ISBN: 1403965382
2. Everything Bad is Good for You (Paperback) by Steven Johnson ISBN: 1594481946
1. Gaming As Culture: Essays on Reality, Identity And Experience in Fantasy Games (Paperback) by J. Patrick Williams (Editor) ISBN: 0786424362
2. Play Between Worlds: Exploring Online Game Culture (Hardcover) by T. L. Taylor ISBN: 0262201631
3. Half-Real: Video Games between Real Rules and Fictional Worlds (Hardcover) by Jesper Juul ISBN: 0262101106
4. The Video Game Theory Reader (Paperback) by Mark J. P. Wolf ISBN: 0415965799
5. Unit Operations: An Approach to Videogame Criticism (Hardcover) by Ian Bogost ISBN: 026202599X
Semiotics and “reading” games
Ludology vs. narratology
Violence in games
Gender and race in games
Social aspects of gaming
"Semiotic Domains" by James Gee (WVGHTTU)
Everything Bad is Good for You by Stephen Johnson, pages 1-63
"Online Gaming and the Interactional Self" by Florence Chee, et al
"Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier" by Edward Castronova
"A Rape in Cyberspace" by Julian Dibbel
Why Are Video Games Good For Learning? By James Gee