<p>Here is a course description:</p>
<p>CMs.300 introduction to videogame studies
(Subject meets with CMS.841)
Prereq: None
U (Fall)
3-3-6 HASS
Introduction to the interdisciplinary study of
commercial videogames as texts through an
examination of their cultural, educational,
and social functions in contemporary settings.
Students play and analyze videogames while
reading current research and theory from a va-
riety of sources in the sciences, social sciences,
humanities, and industry. The expectation is
that students will play through to completion a
contemporary commercial videogame chosen
in consultation with the instructor. Regular
reading, writing, and presentation exercises;
open to students from all disciplines and levels
of experience. Students taking the graduate ver-
sion complete additional assignments.
D. Rusch </p>
<p>Here is a reading list:</p>
<p>Assigned Readings</p>
<p>Amazon logo Salen, K., and E. Zimmerman. The Game Design Reader: A Rules of Play Anthology. Cambridge, MA: MIT University Press, 2005. ISBN: 9780262195362.</p>
<p>Amazon logo Frasca, G. “Simulation Versus Narrative: Introduction to Ludology.” Video Game Theory Reader. Edited by M. Wolf and B. Perron. New York, NY: Routledge, 2003. ISBN: 9780415965781.</p>
<p>Juul, J. “The Game, The Player, The World: Looking for a Heart of Gameness.” Level Up: Digital Games Research Conference Proceedings. Edited by M. Copier and J. Raessens. Utrecht, the Netherlands: Utrecht University Press, 2003.</p>
<p>Yee, N. “Motivations of Play in Online Games.” CyberPsychology and Behavior 9 (2007): 772-775.</p>
<p>DeVane, B., and K. D. Squire. “The Meanings of Race and Violence in Grand Theft Auto: San Andreas.” Games and Culture. (Forthcoming)</p>
<p>Amazon logo Consalvo, M., ed. “The Cheaters.” In Cheating: Gaining Advantage in Videogames. Cambridge, MA: MIT University Press, 2007. ISBN: 9780262033657.</p>
<p>Make of that what you will.</p>