KCOE 4100 - Video game world (The)

Videogames have been a major entertainment industry for years, leading mass market technological changes and new cultural practices. Each kind of game introduces a specific production process, a specialized market, new design forms, emerging practices. This course aims to analyse their plurality and transformations: from arcade games to alternate/virtual reality. At the end of the course, you will be able to understand what videogames are and how they are produced and designed.
Olivier MAUCO
Séminaire
English
For each course, student will have to read a chapter / book / article or to play a game (required readings / games).
Course taught in English Language: a C1 Level in English is required to register for this course. Knowledge in Media studies and communication analysis ; practice of videogames ; interest in new technology ; understanding of digital issues.
Spring 2023-2024
Because producing games is a collective matter mobilizing individual skills. Individual : 15 minutes on a subject related to the course : article or book resumé, a game content analysis, a case study, a specific market (40%) + participation (10%). Collective : with a team of 5, you will present a game project : one page game concept, market analysis, funding and investment opportunities, production planning, communication strategy, public relation agenda (50%).
12 x 2h00 Each course will develop a specific component of game industry with a theoretical and practical approach. First part : two oral presentations by student, one dealing with a market issue (case study, market area, public issues, etc.), the other with a specific product (a game, a device). Second part : classical course. Some will hold a special speaker from the industry (to be determined).
Kline (Stephen), Dyer-Whiteford (Nick) et de Peuters (Greig), Part two : Histories: the making of a new medium, in Digital Play. The interaction of Technology, Culture and Marketing, McGill-Queen's University Press, 2003, pp. 79 - 193
Bogost (Ian), « The rhetoric of videogames » in Salen (Katie), dir., The ecology of play. Connecting Youth, game and learning, MIT Press, 2001
Mauco (Olivier), Jeux vidéo : hors de contrôle?, éditions Questions Théoriques, 2014
Frasca (Gonzalo), « Simulation versus narrative. Introduction to ludology », in Wolf (Mark), et Perron (Bernard), The videogame theory reader, Taylor and Francis Book, 2003
Peterson (Richard A.), Berger (David G.), « Cycles in Symbol Production: The Case of Popular Music », American Sociological Review, 1975, vol. 40, n°2, pp. 158-173
Consalvo (Mia), « Console video games and global corporations: creating a hybrid culture, New Media & Society », 2006, vol. 8, n°1, p. 117 – 137
Kerr (Aphra), and al., New media – new pleasures?, in International Journal of Cultural Studies, March 2006 vol. 9 no. 1 63-82