globe
  1. Required Reading 20 items
    1. New media: a critical introduction - Martin Lister 2009 (electronic resource)

      Chapter Core Reading Read 'Gameplay' section in Ch. 4, pp 286-308

    2. First person: new media as story, performance, and game - Noah Wardrip-Fruin, Pat Harrigan 2006

      Chapter Core Reading Read Espen Aarseth 'Genre Trouble' pp 45-55

    3. Nature and Significance of Play as a Cultural Phenomenon

      Chapter Core Reading Read Ch I 'Nature and Significance of Play as a Cultural Form', esp. pp. 1-15

    4. Man, play and games - Roger Caillois, Meyer Barash 2001

      Chapter Core Reading Read Ch 2 'The Classification of Games' pp. 11-35

    5. The ambiguity of play - Brian Sutton-Smith 1997 (electronic resource)

      Book Core Reading read Ch 4 'Rhetorics of Fate' pp. 52-73

    6. Literary gaming - Astrid Ensslin 2014 (electronic resource)

      Chapter Core Reading Read Ch 8 The Paradox of Literary Gaming p. 123-139

    7. Electric dreams: computers in American culture - Ted Friedman 2005

      Chapter Core Reading Read Ch 6 'The Rise of the Simulation Game' esp. pp. 130-148.

    8. Gameplay mode: war, simulation, and technoculture - Patrick Crogan c2011

      Chapter Core Reading Read Ch 1 'From the Military-Industrial to the Military-Entertainment Complex', pp. 1-18

    9. Global games: production, circulation and policy in the networked era - Aphra Kerr 2016 (electronic resource)

      Book Core Reading Read 'Production' p.64-105

    10. The pleasures of computer gaming: essays on cultural history, theory and aesthetics - Melanie Swalwell, Jason Wilson c2008

      Chapter Core Reading Read Ch 2 Joyce Goggin 'Gaming/Gambling: Addiction and the Videogame Experience' pp. 33-51

    11. Handbook of computer game studies - Joost Raessens, Jeffrey H. Goldstein c2005

      Chapter Core Reading Read Ch 22 Jeffrey Goldstein, 'Violent Video Games' pp. 341-357

    12. Raising the stakes: e-sports and the professionalization of computer gaming - T. L. Taylor 2012 (electronic resource)

      Book Core Reading Read Ch 2 'Computer Games as Professional Sport'

    13. Persuasive games: the expressive power of videogames - Ian Bogost 2010

      Chapter Core Reading Read Ch 1 'Procedural Rhetoric', esp. pp. 28-46

    14. Digital Game Involvement - Gordon Calleja 07/2007

      Article Core Reading

    15. From engagement to Life 2014

      Chapter Core Reading Read Paolo Ruffino 'From Engagement to Life, or: How to do Things with Gamification'

    16. Ready player two: women gamers and designed identity - Shira Chess 2017

      Book Further Reading

  2. Semester One 8 items
    1. Week 2 1 item
      1. New media: a critical introduction - Martin Lister 2009 (electronic resource)

        Chapter Core Reading Read 'Gameplay Section in Ch. 4, 286-308

    2. Week 3 1 item
    3. Week 4 1 item
      1. First person: new media as story, performance, and game - Noah Wardrip-Fruin, Pat Harrigan 2006

        Chapter  Read Espen Aarseth, 'Genre Trouble'

    4. Week 5 1 item
    5. Week 6 1 item
      1. Man, play and games - Roger Caillois, Meyer Barash 2001

        Chapter  Read Ch 2 'The Classification of Games' p. 11-25

    6. Week 9 1 item
      1. Literary gaming - Astrid Ensslin 2014 (electronic resource)

        Chapter Core Reading Read Ch 8 The Paradox of Literary Gaming p. 123-139

    7. Week 10 1 item
      1. The ambiguity of play - Brian Sutton-Smith 1997 (electronic resource)

        Book  Read Ch 4 'The Rhetorics of Fate' p. 52-73

    8. Week 11 1 item
      1. Electric dreams: computers in American culture - Ted Friedman 2005

        Chapter Core Reading Read from Ch 6 'The Rise of the Simulation Game', p. 135-48

  3. Semester Two 10 items
    1. Week 14 1 item
      1. Global games: production, circulation and policy in the networked era - Aphra Kerr 2016 (electronic resource)

        Book Core Reading Read 'Production' p. 64-105

    2. Week 15 1 item
    3. Week 17 1 item
    4. Week 18 1 item
      1. The Assemblage of Play - T.L. Taylor 10/2009

        Article Core Reading

    5. Week 19 1 item
      1. The pleasures of computer gaming: essays on cultural history, theory and aesthetics - Melanie Swalwell, Jason Wilson c2008

        Chapter Core Reading Read Ch 2 by Joyce Goggin 'Gaming/Gambling: Addiction and the Video Game Experience' pp33-51

    6. Week 20 1 item
      1. Handbook of computer game studies - Joost Raessens, Jeffrey H. Goldstein c2005

        Chapter Core Reading Read Ch 22, Jeffrey Goldstein 'Violent Video Games' pp. 341-357

    7. Week 21 1 item
      1. Raising the stakes: e-sports and the professionalization of computer gaming - T. L. Taylor 2012 (electronic resource)

        Book Core Reading Read Ch 2 'Computer Games as Professional Sport'

    8. Week 22 1 item
      1. Persuasive games: the expressive power of videogames - Ian Bogost 2010

        Chapter Core Reading Read pp 28-46 from Ch 1, 'Procedural Rhetoric'

    9. Week 23 1 item
      1. Digital Game Involvement - Gordon Calleja 07/2007

        Article Core Reading

    10. Week 24 1 item
      1. From engagement to Life 2014

        Chapter Core Reading Read Paolo Ruffino 'From Engagement to Life, or: How to do Things with Gamification' pp. 47-69

  4. Additional reading 4 items
    1. The business and culture of digital games: gamework/gameplay - Aphra Kerr 2006 (electronic resource)

      Chapter Core Reading Read Ch 4 'Global Networks and Cultures of Production'

    2. Rabelais and his world - Bakhtin 1984

      Book Core Reading Read pp 5-11 from the 'Introduction'

    3. Platform capitalism - Nick Srnicek 2017

      Book Further Reading

  5. digitisations 1 item