780.224 (21S) Issues in Game Studies: Videogame Genres

Sommersemester 2021

Registration deadline has expired.

First course session
08.03.2021 14:00 - 16:00 Online Course Off Campus
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Overview

Due to the COVID-19 pandemic, it may be necessary to make changes to courses and examinations at short notice (e.g. cancellation of attendance-based courses and switching to online examinations).

For further information regarding teaching on campus, please visit: https://www.aau.at/en/corona.
Lecturer
Course title german Issues in Game Studies: Videogame Genres
Type Lecture - Course (continuous assessment course )
Course model Online course
Hours per Week 2.0
ECTS credits 4.0
Registrations 7 (35 max.)
Organisational unit
Language of instruction English
Course begins on 08.03.2021
eLearning Go to Moodle course

Time and place

Please note that the currently displayed dates may be subject to change due to COVID-19 measures.
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Course Information

Intended learning outcomes

Understand the genre of any given videogame as an ‘impossible’ taxonomy, a fluid hybrid of aesthetic practices, mechanic intentions, and (social) interaction. Follow the cultural history of genres and their importance in contemporary society. Understand their usage in game design as discursive contracts between developers, cultural institutions, and audiences. Understand the importance of genre discussions in game journalism and game studies.

At the end of the seminar, students are able to analyse a videogame for its genre components, to draw conclusions from their observations regarding their own game design practices, and to take critical positions.

Teaching methodology including the use of eLearning tools

Synchronous sessions featuring lecture and discussion parts, a block of self-guided analysis (gaming diary), synchronous sessions of student presentations.

Course content

The seminar provides an overview of the topic cluster genre and videogame focusing on state-of-the art approaches beyond taxonomic evaluations. It provides a foundational understanding of what genres are and mean to our society, embeds this knowledge into relevant. Central hypothesis of the seminar is that of an ‘impossible’ taxonomy defining the nature of videogame genres from which new research outlooks are going to be explored.

Literature

Literature in shape of book chapters and research papers is going to be provided on Moodle as necessary.

In addition, students are required to analyse one videogame new to them as a part of the seminar. Students are free to choose which game they want to analyse but must guarantee that they have the necessary hardware to engage with it over an extended period of time.

Examination information

Im Fall von online durchgeführten Prüfungen sind die Standards zu beachten, die die technischen Geräte der Studierenden erfüllen müssen, um an diesen Prüfungen teilnehmen zu können.

Examination methodology

Evaluation of the seminar is based on the following assignments:

  • A gaming diary
  • A presentation/moderated discussion
  • A final oral exam
  • Participation

Examination topic(s)

Gaming diary: An informal, analytical notebook on personal experiences/observations regarding a single videogame’s genre. Despite its informal character, the gaming diary must be approached with the seminar’s theoretical background in mind and refer to its critical insights. A thorough instruction on the composition of the gaming diary is going to be provided. (Worth 30% of the final mark)

Presentation and discussion: The results and personal insights of a student’s gaming diary must be discussed during a seminar session via a 25-minute-presentation. For that purpose, the analysed game must be presented with a focus on its genre, followed by a critical discussion moderated by the presenting student. In contrast to the gaming diary, the presentation is to be understood as an academic exercise, including references to supplementary works, proper citations, and a complete bibliography. The concluding discussion of 35 minutes maximum must be guided via questions by the moderating student. (Worth 30% of the final mark)

Oral exam: Each student must conclude the seminar with a 20-minute oral exam with their lecturer. For the oral exam, each student must provide six theses derived from the seminar’s content. Two of these theses must focus on how the seminar’s content is potentially going to impact future working practices of the games industry or the student in question. (Worth 30% of the final mark)

Participation. (Worth 10% of the final mark)

Assessment criteria / Standards of assessment for examinations

Game diary:

  • Coherence
  • Critical insight
  • Reliance on seminar-related topics and theory

Presentation and discussion:

  • Making game content understandable to audience
  • Summary of personal analyses
  • Correct citation and bibliography
  • Relevance of questions provided for the discussion
  • Competency in answering content questions

Oral Exam:

  • Provision of six theses
  • Theses must be provided at least one week before the examination via e-mail
  • Ability to freely discuss any of these given theses
  • Correct understanding and repetition of thesis material
  • Ability to critically reflect on and answer to questions challenging a thesis

Participation:

  • Attendance
  • Properly announcing/excusing missed attendance
  • Contributions to discussions, both in class and online

Grading scheme

Grade / Grade grading scheme

Position in the curriculum

  • Master's degree programme Game Studies and Engineering (SKZ: 992, Version: 17W.2)
    • Subject: Game Studies (Compulsory subject)
      • Issues in Game Studies ( 0.0h VC / 4.0 ECTS)
        • 780.224 Issues in Game Studies: Videogame Genres (2.0h VC / 4.0 ECTS)
          Absolvierung im 1. Semester empfohlen

Equivalent courses for counting the examination attempts

This course is not assigned to a sequence of equivalent courses