by Susana Tosca
Assistant Professor

Dept. Digital Aesthetics and Communication<

Center for Computer Games Research <

 

Autumn 2004

DKM Study Program

IT-University of Copenhagen

 

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Exercises
The practical part of the course is aimed at the students getting familiar with a few of the most relevant research methodologies within cultural studies and the social sciences. Some exercises can span accross 2 sessions, to allow for more in-depth group-work and later plenary discussions, other exercises can be individual.

This page will store specific information about each of the exercises, including the exercise guidelines, supplementary links as well as links to student work.


SESSION 2- Discourse Analysis (Representation)
- Exercise Guidelines Session 2 (doc)
- Theoretical Summary


SESSION 3- Storytelling (Qualitative)
- Exercise Guidelines Session 3 (doc)
- Examples from last semester, two stories about people personalizing their computers (different themes than this semester): Susanne and Louise.


SESSION 4- Quantitative methods + Storytelling
- Exercise Guidelines Session 4 (doc)
- Resources about quantitative methods


SESSION 5- Discourse Analysis (Text analysis)
- Exercise Guidelines Session 5 (doc)
- More information about cyberpunk


SESSION 6 & 7- Cancelled
We did a lot of discussion about case studies in class, so that substitutes the exercises as the lecture time extended very much.


SESSION 8- Ethnographic observation
- Exercise Guidelines Session 8 (doc)


SESSION 9, 10, 11 and 12- Work on your Synopsis
- Guidelines
- Proposal for initial themes