780.222 (21S) Practical Game Criticism

Sommersemester 2021

Ende der Anmeldefrist
03.03.2021 23:59

Erster Termin der LV
09.03.2021 10:00 - 12:00 online Off Campus
Nächster Termin:
16.03.2021 10:00 - 12:00 online Off Campus

Überblick

Bedingt durch die COVID-19-Pandemie können kurzfristige Änderungen bei Lehrveranstaltungen und Prüfungen (z.B. Absage von Präsenz-Lehreveranstaltungen und Umstellung auf Online-Prüfungen) erforderlich sein.

Weitere Informationen zum Lehrbetrieb vor Ort finden Sie unter: https://www.aau.at/corona.
Lehrende/r
Tutor/in/Innen
LV-Titel englisch
Practical Game Criticism
LV-Art
Kurs (prüfungsimmanente LV )
LV-Modell
Onlinelehrveranstaltung
Semesterstunde/n
2.0
ECTS-Anrechnungspunkte
2.0
Anmeldungen
2 (20 max.)
Organisationseinheit
Unterrichtssprache
Englisch
LV-Beginn
09.03.2021
eLearning
zum Moodle-Kurs

Zeit und Ort

Beachten Sie bitte, dass sich aufgrund von COVID-19-Maßnahmen die derzeit angezeigten Termine noch ändern können.
Liste der Termine wird geladen...

LV-Beschreibung

Intendierte Lernergebnisse

Students completing this class will be familiar with the most important terminology in video game criticism, and will be able to apply this knowledge to in-depth analyses of the medium.

Important notice:

This class will take place fully (100%) online! Detailed instructions about the schedule and procedure will be provided via e-mail and Moodle. Please, check your AAU inboxes regularly!

This class is linked to the AAU Game Jam and participation will be mandatory. The preliminary date will be announced soon. This information is subject to change. Please check course description regularly for updates. The AAU Game Jam is going to be an online event as well!

Lehrmethodik inkl. Einsatz von eLearning-Tools

Short lecture inputs; hands-on analyses of selected games; participation in a Game Jam; discussions

Inhalt/e

Game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. This course introduces students to the craft of designing computer and video games, including a detailed analysis of the key game design elements, such as examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. Plus, we will discuss the major game genres and identify the design patterns and unique creative challenges that characterize them. We'll start by taking a look at various examples, then moving forward to an accessible, practical approach to analyzing games (beginner's guide). Video games and other digital experiences have become the leading medium in western, post-/late modern societies, overcoming stereotypical expectations as to the gender and age of players. In order to be able to appreciate games and their socio-cultural potential accordingly, it is necessary to use an appropriate terminology and accurate critical methods - we must learn to 'read' games. This is what this class is there to achieve, to give students access to useful theories and then have them apply this knowledge to their hands-on, shared experience of selected games.

Keywords/Topics:

Development cycle
Craft of designing (video) games
Game design elements
Major game genres
Video game marketing
Video game journalism
Practical approach - analyzing games
Socio-cultural potential
Appropriate terminology
Critical thinking
Hands-on experience

Literatur

Reading packets will be provided in digital form. There is no need to buy any books.

Link auf weitere Informationen

https://www.itec.aau.at/gamejam/

Prüfungsinformationen

Prüfungsmethode/n

Active participation in an AAU Game Jam (online!)
Active participation in class and at home (online!)
Written assignments (post mortem and game review) 

Prüfungsinhalt/e

Active participation and written assignments: Documentation, analysis and critical reflection.

For further information, please join the Welcome Session!

Beurteilungskriterien/-maßstäbe

The written post mortem and game review comply with criteria explained during lecture. The final grade is an aggregate (two pillars of assessment):

50% active participation (assignments, discussions, short presentations)

50% post mortem and game review

Beurteilungsschema

Note Benotungsschema

Position im Curriculum

  • Masterstudium Game Studies and Engineering (SKZ: 992, Version: 17W.2)
    • Fach: Game Studies (Pflichtfach)
      • Practical Game Criticism ( 0.0h KS / 2.0 ECTS)
        • 780.222 Practical Game Criticism (2.0h KS / 2.0 ECTS)
          Absolvierung im 1. Semester empfohlen

Gleichwertige Lehrveranstaltungen im Sinne der Prüfungsantrittszählung

Wintersemester 2020/21
  • 780.222 KS Practical Game Criticism (2.0h / 2.0ECTS)
Wintersemester 2019/20
  • 780.222 KS Practical Game Criticism (2.0h / 2.0ECTS)
Wintersemester 2018/19
  • 780.222 KS Practical Game Criticism (2.0h / 2.0ECTS)
Wintersemester 2017/18
  • 780.222 KS Practical Game Criticism (2.0h / 2.0ECTS)