Difference between revisions of "Syllabus (subject to change)"

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The aim of this course is to introduce students to the theory and design of games meant for play.
 
The aim of this course is to introduce students to the theory and design of games meant for play.
 
==Topics==
 
==Topics==
Case studies in the design of electronic and non-electronic games.
+
* Case studies in the design of electronic and non-electronic games.
Games as formal rule sets.
+
* Games as formal rule sets.
Games and play.
+
* Games and play.
Games as cultural phenomena.
+
* Games as cultural phenomena.
Games and Narrative.
+
* Games and Narrative.
Game authoring technologies.
+
* Game authoring technologies.
 
==Objectives==
 
==Objectives==
Locate, read, and analyze academic and industrial writings and works related to game design.
+
* Locate, read, and analyze academic and industrial writings and works related to game design.
Produce critical analyses of games from different a variety of different perspectives.
+
* Produce critical analyses of games from different a variety of different perspectives.
Design non-electronic games.
+
* Design non-electronic games.
Design an electronic game.
+
* Design an electronic game.
 
==Reading Lists (Partial)==
 
==Reading Lists (Partial)==
Rules of Play: Game Design Fundamentals, by Katie Salen and Eric Zimmerman, 2003 MIT Press
+
* Rules of Play: Game Design Fundamentals, by Katie Salen and Eric Zimmerman, 2003 MIT Press
The Art of Computer Game Design, by Chris Crawford, http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
+
* The Art of Computer Game Design, by Chris Crawford, http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html
+
*
+
*
Various articles selected from http://www.gamasutra.com.
+
* Various articles selected from http://www.gamasutra.com.
Paper Protoyping, by Tyler Sigman http://www.gamasutra.com/features/20050913/sigman_pfv.htm
+
* Paper Protoyping, by Tyler Sigman http://www.gamasutra.com/features/20050913/sigman_pfv.htm
Game Taxonomies: A High Level Framework for Game Analysis and Design,  
+
* Game Taxonomies: A High Level Framework for Game Analysis and Design,  
 
by Craig Lindley    http://www.gamasutra.com/features/20031003/lindley_pfv.htm
 
by Craig Lindley    http://www.gamasutra.com/features/20031003/lindley_pfv.htm
Fourteen Forms of Fun, by Pierre-Alexandre Garneau http://www.gamasutra.com/features/20011012/garneau_pfv.htm
+
* Fourteen Forms of Fun, by Pierre-Alexandre Garneau http://www.gamasutra.com/features/20011012/garneau_pfv.htm
The Norrathian Scrolls: A Study of EverQuest, by Nick Yee http://www.nickyee.com/eqt/download.html
+
* The Norrathian Scrolls: A Study of EverQuest, by Nick Yee http://www.nickyee.com/eqt/download.html
Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier, by Edward Castranova   
+
* Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier, by Edward Castranova   
 
http://ideas.repec.org/p/bep/grleeb/2-1-1008.html
 
http://ideas.repec.org/p/bep/grleeb/2-1-1008.html
 
==Course Requirements==
 
==Course Requirements==
30% 2 to 3 critical essays on games and game design
+
{ |30% | 2 to 3 critical essays on games and game design |-
20% design of a non-electronic game
+
| 20% | design of a non-electronic game
10% presentation of ½ hour lecture (plus slides) on game topics
+
| 10% | presentation of ½ hour lecture (plus slides) on game topics
40% final project (design of an electronic game)
+
| 40% | final project (design of an electronic game)
 
+
}
 
==Course Syllabus (tentative)==
 
==Course Syllabus (tentative)==
 
Week 1
 
Week 1
Introduction.
+
* Introduction.
Overview of suggested implementation technologies and systems for final electronic game project.
+
* Overview of suggested implementation technologies and systems for final electronic game project.
  
 
Week 2
 
Week 2
Theories of games and play.
+
* Theories of games and play.
  
 
Week 3
 
Week 3
Non-electronic games: board games, card games, and traditional games.
+
* Non-electronic games: board games, card games, and traditional games.
  
 
Week 4
 
Week 4
Presentations and demos of your non-electronic games.
+
* Presentations and demos of your non-electronic games.
  
 
Week 5
 
Week 5
Games and narrative.
+
* Games and narrative.
  
 
Week 6
 
Week 6
Games and culture.
+
* Games and culture.
  
 
Week 7
 
Week 7
Video games.
+
* Video games.
  
 
Week 8
 
Week 8
Multiplayer on-line games.
+
* Multiplayer on-line games.
  
 
Week 9
 
Week 9
Student topic Lectures 1.
+
* Student topic Lectures 1.
  
 
Week 10
 
Week 10
Student topic Lectures 2.
+
* Student topic Lectures 2.
  
 
Week 11
 
Week 11
Mathematical Game Theory, game tree search.
+
* Mathematical Game Theory, game tree search.
  
 
Week 12
 
Week 12
Multiplayer on-line games.
+
* Multiplayer on-line games.
  
 
Week 13
 
Week 13
Final electronic game demos.
+
* Final electronic game demos.

Revision as of 21:11, 17 January 2006

IAT 842 Theory and Design of Games

Course Outline

Instructor

Chris Shaw, Ph.D.

Aims

The aim of this course is to introduce students to the theory and design of games meant for play.

Topics

  • Case studies in the design of electronic and non-electronic games.
  • Games as formal rule sets.
  • Games and play.
  • Games as cultural phenomena.
  • Games and Narrative.
  • Game authoring technologies.

Objectives

  • Locate, read, and analyze academic and industrial writings and works related to game design.
  • Produce critical analyses of games from different a variety of different perspectives.
  • Design non-electronic games.
  • Design an electronic game.

Reading Lists (Partial)

[also online at http://www.costik.com/nowords.html] -line at http://www.costik.com/gamnstry.html

by Craig Lindley http://www.gamasutra.com/features/20031003/lindley_pfv.htm

http://ideas.repec.org/p/bep/grleeb/2-1-1008.html

Course Requirements

{ |30% | 2 to 3 critical essays on games and game design |- | 20% | design of a non-electronic game | 10% | presentation of ½ hour lecture (plus slides) on game topics | 40% | final project (design of an electronic game) }

Course Syllabus (tentative)

Week 1

  • Introduction.
  • Overview of suggested implementation technologies and systems for final electronic game project.

Week 2

  • Theories of games and play.

Week 3

  • Non-electronic games: board games, card games, and traditional games.

Week 4

  • Presentations and demos of your non-electronic games.

Week 5

  • Games and narrative.

Week 6

  • Games and culture.

Week 7

  • Video games.

Week 8

  • Multiplayer on-line games.

Week 9

  • Student topic Lectures 1.

Week 10

  • Student topic Lectures 2.

Week 11

  • Mathematical Game Theory, game tree search.

Week 12

  • Multiplayer on-line games.

Week 13

  • Final electronic game demos.