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Hjemmeside for kurset Computerspil, F2003 |
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ForsideKursusplanFormelle kravKompedietEkstra LitteraturLinks |
Onsdag 9-12 - Simon Egenfeldt-Nielsen (Lokale 3.13) 1. Introduktion Noter forelæsning 2 (word doc.) Chris Crawford: The Art of Computer Game Design. 1982. Kapitel 1-2. Statistics. Game-Research http://www.game-research.com/statistics.asp Egenfeldt-Nielsen, Simon & Smith, Jonas H.(2000). Den digitale leg - om børn og computerspil. København: Hans Reitzels Forlag. S. 24-28 Egenfeldt-Nielsen, Simon & Smith, Jonas H.(2000). Den digitale leg - om børn og computerspil. København: Hans Reitzels Forlag. S. 28-32, 139-144 Wolf, J.P, Mark. (2001). The Medium of the Video Game. Texas University Press. Chapter: Genre and the video game Bates, Bob (2001). Game Design: The arts & Business of creating games. Prima Tech. S. 47-75 3. Computerspil i historisk perspektiv (1960-2002) Egenfeldt-Nielsen, Simon & Smith, Jonas H.(2000). Den digitale leg - om børn og computerspil. København: Hans Reitzels Forlag. S. 32-58 William Hunter: The Dot Eaters. 2000. Game quiz Noter forelæsning 4(word doc.)
Jessen, Carsten (2001). Børn, leg og computerspil. Odense Universitetsforlag. Chapter: Computerspil, fortælling og fortolkning. Lis Faurholt & Carsten Jessen: Doom i Havnbjerg: Computerspil, legekultur
og uformelle kompetencer. Tidsskrift for Børne- og Ungdomskultur
38. 1996. Anderson, Craig A. & Dill, Karen Video Games and Aggressive Thoughts,
Feelings, and Behavior in the Laboratory and in Life. Journal of Personality
and Social Psychology, April 2000 Vol. 78, No. 4. Esmann, Jan(1-1-1995). Cyberpsykose. Politiken. Jessen, Carsten(19-1-1995). Doom-debat rammer ved siden af. Politiken.
Noter forelæsning 5(powerpoint ppt.)
Jesper Juul: Games Telling Stories? Gamestudies 1/2001. Murray, Janet. Hamlet on the Holodeck. New York: The Free Press, 1999. P. 13-26, 185-213. Ryan, Marie-Laure. "Narrative: A Transmedial Definition." Ryan, Marie-Laure. Narrative Across Media. University of Nebraska Press, 2004. Wolf, J.P, Mark. (2001). The Medium of the Video Game. Texas University Press. Chapter: Narrative in video game. Bruner, Jerome (1990). Acts of Meaning. Cambridge: Harvard University Press. 67-99. 6. Computerspil, leg og spil Noter forelæsning 6(word doc.) Brian Sutton-Smith: The Ambiguity of Play. Cambridge: Harvard University
Press. 1997. P.1-17, 35-51. (Kompendium) Egenfeldt-Nielsen, Simon & Smith, Jonas H.(2000). Den digitale leg
- om børn og computerspil. København: Hans Reitzels Forlag.
S. 114-123. Bateson, Gregory. (1972). A Theory of Play. Chicago Press. 7. Computerspil, gameplay, og ludology Noter forelæsning 7(word doc.)
Wolf, J.P, Mark. (2001). The Medium of the Video Game. Texas University Press. Chapter: Space in video game. Juul, Jesper (2002). The Open and the Closed: Games of Emergence and Games of Progression. In: Mäyrä, Frans (ed.) (2002). Computer Games and Digital Cultures Conference Proceedings. Tampere: Tampere University Press. Frasca, Gonzalo (2000). Ludology Meets Narratology: Similitude and differences
between (video)games and narrative. Mount, Patrick Master's Thesis: Gameplay: The Elements of Interaction.
Gamasutra, April 3, 2002 8. Game design i teoretisk perspektiv Noter forelæsning 8(word doc.) Costickyan, Greg (2002). I Have No Words & I Must Design: Toward a Critical Vocabulary for Games. I: Mäyra, Frans (2002). CGDC Conference Proceedings. Tampere: Tampere University Press. 9-33. Rouse, Richard (2001). Game Design: Theory & Practice. Wordware. Chapter 1, 2, 5, 7, 23 Carson, Don (2000). "Environmental Storytelling: Creating Immersive
3D Worlds Using Lessons Learned from the Theme Park Industry". Gamasutra. Fulton, Bill (2002). GDC 2002: Beyond Psychological Theory: Getting Data
that Improves Games Hopson, John. Behavioral Game Design. Gamasutra. http://www.gamasutra.com/features/20010427/hopson_01.htm 9. Computerspil til andre formål: Edutainment, advertainment
og politiske manifestationer Noter
forelæsning 9 (PPT læring) Egenfeldt-Nielsen, Simon & Smith, Jonas H.(2000). Den digitale leg - om børn og computerspil. København: Hans Reitzels Forlag. S. 145-153 Danielsen, Oluf, Nielsen, Janni & Sørensen, Birgitte Holm(2002). Learning and Narrativity in Digital media. Chapter: From computer based educational games to actions. Marshall G. Jones: Creating Engagement in Computer-based Learning Environments Prensky, Marc (2001). Digital game-based learning. McGraw-Hill, 90-104 Gardner, Patrick (2001). Games with a Day Job: Putting the Power of Games
to Work. Gamasutra, June 1, 2001 www.nikefootball.com - The secret Tournament + Mind Cage 10. Online-spil Noter forelæsning
10 (PPT Online - 4, 2Mb) Bartle, Richard (19xx). HEARTS, CLUBS, DIAMONDS, SPADES: PLAYERS WHO
SUIT MUDS Egenfeldt-Nielsen, Simon (2003). Online-spil: Start the game already.
Under udgivelse Online Worlds Roundtable #3 (2003). http://rpgvault.ign.com/articles/390/390777p1.html?fromint=1&submit.x=81&submit.y=9 Curtis, Pavel(1992). Mudding: Social Phenomena in Text-Based Virtual
Realities Koster, Raph (2001). Online World Timeline. http://www.legendmud.org/raph/gaming/mudtimeline.html Yee, Nicholas (2002). The Norrathian Scrolls: A Study of EverQuest. 16-04-2003: Påskeferie
Noter forelæsning
11 (PPT Troels Folmann - 5, 2Mb)
Bruce Shelley: Guidelines for Developing Successful Games. Fra Gamasutra, 2001. http://www.gamasutra.com/features/20010815/shelley_01.htm Ryan, Tim (1999).The Anatomy of a Design Document, Part 1: Ryan, Tim (1999) The Anatomy of a Design Document, Part 2: Warren Spector: Postmortem: Ion Storm's Deus Ex. Gamasutra 2000. Smith, Jonas H. (2002). The 6 myths of computer gaming. Game-Research
Egenfeldt-Nielsen, Simon (2002). Art, science, and business of computer
games - Why, how and when? Game-Research. Middag og
besøg på netcafé - dato d. 7. maj kl. 18.00, Jagtvej,
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