Course detail
Applied game studies – research and design
FaVU-1AHS-LAcad. year: 2024/2025
During the course students will acquire knowledge applicable not only to the academic sphere but also to the professional environment. Lecture topics are structured into several thematic blocks, divided into use of games in research, industry research and game audience analysis. Students will acquire both the theoretical knowledge necessary for a deeper understanding of games and game culture as well as selected methods by which these topics can be explored.
Language of instruction
Number of ECTS credits
Mode of study
Guarantor
Department
Entry knowledge
Rules for evaluation and completion of the course
- intermediate tasks = 40 % of the evaluation
- final paper = 60% of the evaluation.
Compulsory attendance (how many lessons can be missed will be specified in the beginning of the semester).
Aims
Ability to prepare the design of applied research, including presentable materials.
Study aids
Prerequisites and corequisites
Basic literature
AARSETH, Espen. Introduction to Gamestudies. 2001. Dostupné z: http://www.gamestudies.org/0101/editorial.html (EN)
BOGOST, Ian. Persuasive games: the expressive power of videogames. London: MIT Press. c2007. (EN)
DOSTÁL, Jiří. Výukový software a počítačové hry - nástroje moderního vzdělávání. In Časopis pro technickou a informační výchovu. 2009. (CS)
HUNICK, LEBLANC & ZUBEK. MDA: A formal approach to game design and game research. Discovery. 3 2004, Sv. 83. Dostupné z: http://www.cs.northwestern.edu/~hunicke/MDA.pdf (EN)
JENKINS, Henry. Convergence culture: where old and new media collide. 1. vyd. New York: New York University Press, 2006, xi, 308 s. ISBN 978-081-4742-952. (EN)
JUUL, Jesper. Half-real :video games between real rules and fictional worlds. Cambridge, Mass.: MIT Press, 2005. (EN)
MÄYRÄ, Frans. An introduction to game studies :games in culture. 1st ed. Los Angeles: SAGE Publications, 2008 (EN)
SCHNELL, Jesse. The Art of Game Design. The Book of Lenses. CRC Press. 2008. (EN)
SCHULTZ, Charles, BRYANT, Robert. Game Testing Mercury Learning & Information. 2011. (EN)
WOLF, Mark J.P.; PERRON, Bernard, eds. The Video Game Theory Reader. 2003. (EN)
Recommended reading
ENTERTAINMENT SOFTWARE ASSOCIATION. Essential Facts: About the computer and videogame industry - 2013. Dostupné z: http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf (EN)
GEE, James Paul. What video games have to teach us about learning and literacy. Palgrave. 2003. (EN)
LEVY, Luis, NOVAK, Jeannie. Game Development Essentials: Game QA & Testing. Cengage Learning. 2009. (EN)
MCALLISTER, Graham. The difference between focus testing and player testing. Edge [online]. 2012. Dostupné z: http://www.edge-online.com/features/the-difference-between-focus-testing-and-player-testinghttp://www.edge-online.com/features/the-difference-between-focus-testing-and-player-testing (EN)
Classification of course in study plans
- Programme DES_B Bachelor's 2 year of study, winter semester, compulsory-optional
4 year of study, winter semester, compulsory-optional
2 year of study, winter semester, compulsory-optional
4 year of study, winter semester, compulsory-optional
2 year of study, winter semester, compulsory-optional
4 year of study, winter semester, compulsory-optional
2 year of study, winter semester, compulsory-optional
4 year of study, winter semester, compulsory-optional - Programme BIT Bachelor's 1 year of study, winter semester, elective
- Programme BIT Bachelor's 1 year of study, winter semester, elective
Type of course unit
Lecture
Teacher / Lecturer
Syllabus
2. Methodology and scientific paradigms of game studies
3. Game genres
4. Game industry and game journalism
5. Semiotics, Cybertext
6. Narrative, discourse analysis
7. Reading week
8. Players as an audience
9. Virtual worlds as an ethnographic field
10. Playbour and link to game mechanics
11. Crowdresearch and game telemetry
12. Design of applied research