SES # | TOPICS | READINGS |
---|---|---|
1 | Introduction | Mills, C. Wright. Excerpt from The Sociological Imagination. Oxford University Press, 2000. ISBN: 9780195133738. [Preview with Google Books] |
2 | Socio–technical Systems |
Winner, Langdon. "Do Artifacts have Politics?" In The Social Shaping of Technology. McGraw Hill Education / Open University, 1999. ISBN: 9780335199136. Malaby, Thomas M. "Beyond Play: A New Approach to Games." Games and Culture 2, no. 2 (2007): 95–113. (Sage Publications) Hughes, Linda. "Beyond the Rules of the Game: Why Are Rooie Rules Nice?" In The Game Design Reader: A Rules of Play Anthology. MIT Press, 2005. ISBN: 9780262195362. Taylor, T. L. "The Assemblage of Play." Games and Culture 4, no. 4 (2009): 331–9. (Sage Publications) |
3 | Embodiment & Materiality |
Dovey, Jon, and Helen W. Kennedy. "Bodies and Machines: Cyborg Subjectivity and Gameplay." In Game Cultures: Computer Games as New Media (Issues in Culture and Media Studies). Open University Press, 2006. ISBN: 9780335213573. [Preview with Google Books] Kirkpatrick, Graeme. "Controller, Hand, Screen: Aesthetic Form in the Computer Game." Games and Culture 4, no. 2 (2008): 127–143. (Sage Publications) Flynn, Bernadette. "Geography of the Digital Hearth." Information, Communication & Society 6, no. 4 (2003): 551–76. (Routledge) Tobin, Samuel. "I'd Rather Sit and Play: Mobile Videogames at Home." In Portable Play in Everyday Life: The Nintendo DS. Palgrave Pivot, 2013. ISBN: 9781137396587. [Preview with Google Books] |
4 | Gender (Basics) |
West, Candace, and Don H. Zimmerman. "Doing Gender." In The Social Construction of Gender. Sage Publications, 1990. ISBN: 9780803939578. Jordan–Zachery, Julia S. "Am I a Black Woman or a Woman Who Is Black? A Few Thoughts on the Meaning of Intersectionality." Politics & Gender 3, no. 2 (2007): 254–63. Pascoe, C. J. "Making Masculinity: Adolescence, Identity, and High School." In Dude, You're a Fag: Masculinity and Sexuality in High School. University of California Press, 2007. ISBN: 9780520252301. [Preview with Google Books] Connell, R. W., and James W. Messerschmidt. "Hegemonic Masculinity: Rethinking the Concept." Gender & Society 19, no. 6 (2005): 829–59. (Sage Publications) OptionalMcIntosh, Peggy. "White Privilege: Unpacking the Invisible Knapsack." (PDF) 1998. |
5 | Gender & Gaming |
Lin, Holin. "Body, Space, and Gendered Gaming Experiences: A Cultural Geography of Homes, Cybercafes, and Dormitories." In Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. MIT Press, 2008. ISBN: 9780262113199. Yee, Nick. "Maps of Digital Desires: Exploring the Topography of Gender and Play in Online Games." (PDF) 2008. Carr, Diane. "Contexts, Gaming Pleasures, and Gendered Preferences." Simulation and Gaming 36, no. 4 (2005): 464–82. (Sage Publications) Witkowski, Emma. "Eventful Masculinities: Negotiations of Hegemonic Sporting Masculinities at LANs." In Sports Videogames. Routledge, 2013. ISBN: 9780415637565. [Preview with Google Books] |
6 | Race, Sexuality, and Queering Game Design |
Hall, Stuart. "The Whites of Their Eyes: Racist Ideologies and the Media." In Gender, Race and Class in Media — A Text Reader. Sage Publications, 1995. Leonard, David. "Virtual Gangstas, Coming to a Surburban House Near You: Demonization, Commodification, and Policing Blackness." In The Meaning and Culture of Grand Theft Auto: Critical Essay. McFarland and Company, 2006. ISBN: 9780786428229. [Preview with Google Books] Shaw, Adrienne. "Putting the Gay in Games: Cultural Production and GLBT Content in Video Games." Games and Culture 4, no. 3 (2009): 228–53. (Sage Publications) Harvey, Alison. "Twine's Revolution: Democratization, Depoliticization, and the Queering of Game Design." Game: The Italian Journal Of Game Studies, no. 3 (2004). Pascoe, C. J. "Adolescent Male Homophobia." In Dude, You're a Fag: Masculinity and Sexuality in High School. University of California Press, 2007. ISBN: 9780520252301. [Preview with Google Books] |
7 | Community |
Silverman, Mark, and Bart Simon. "Discipline and Dragon Kill Points in the Online Power Game." Games and Culture 4, no. 4 (2009): 353–78. (Sage Publications) Steinkuehler, Constance. "The Mangle of Play." Games and Culture 1, no. 3 (2006): 199–213. (Sage Publications) Kou, Yubo, and Bonnie Nardi. "Regulating Anti–social Behavior on the Internet: The Example of League of Legends." iConference 2013 Proceedings (2013): 616–22. Wellman, Barry, and Gulia, Milena. "Net Surfers Don't Ride Alone: Virtual Communities as Communities." 1997. (Routledge) |
8 | Co–creativity & Labor |
Banks, John, and Sal Humphreys. "The Labour of User Co-creators: Emergent Social Network Markets?" Convergence: The International Journal of Research into New Media Technologies 14, no. 4 (2008): 401–18. (Sage Publications) Dovey, Jon, and Helen W. Kennedy. "Interventions and Recuperations?" In Game Cultures: Computer Games as New Media (Issues in Culture and Media Studies). Open University Press, 2006. ISBN: 9780335213573. [Preview with Google Books] Dyer–Witherford, Nick, and Greig de Peuter. "Immaterial Labor: A Workers' History of Videogaming." In Games of Empire: Global Capitalism and Video Games. University of Minnesota Press, 2009. ISBN: 9780816666119. [Preview with Google Books] |
9 | E–sports & Competitive Gaming |
Witowski, Emma. "On the Digital Playing Field: How We "Do Sport" with Networked Computer Games." Games and Culture 7, no. 5 (2012): 349–74. (Sage Publications) Taylor, Nicholas, Jen Jenson, et al. "Cheerleaders / Booth Babes / Halo Hoes: Pro–gaming, Gender and Jobs for the Boys." Digital Creativity 20, no. 4 (2009): 239–52. Burk, Dan L. "Owning E–sports: Proprietary Rights in Professional Computer Gaming." University of Pennsylvania Law Review 161, no. 6 (2013): 1535–78. |
10 | Performance & Spectatorship |
McCrea, Christian. "Watching StarCraft, Strategy and South Korea." In Gaming Cultures and Place in Asia–pacific. Routledge, 2009. ISBN: 9780415996273. [Preview with Google Books] Lin, Holin, and Chuen–Tsai Sun. "The Role of Onlookers in Arcade Gaming: Frame Analysis of Public Behaviours." Convergence: The International Journal of Research into New Media Technologies 17, no. 2 (2011): 125–37. (Sage Publications) Lowood, Henry. "'It's Not Easy being Green': Real–time Game Performance in Warcraft." In Videogame, Player, Text. Manchester University Press, 2007. ISBN: 9780719074011. Walker, Austin. "Watching Us Play: Postures and Platforms of Live Streaming." Surveillance & Society 12, no. 3 (2014): 437–42. |
11 | Sports Videogames |
Lowood, Henry. "Joga Bonito: Beautiful Play, Sports and Digital Games." In Sports Videogames. Routledge, 2013. ISBN: 9780415637565. [Preview with Google Books] Stein, Abe. "Playing the Game on Television." In Sports Videogames. Routledge, 2013. ISBN: 9780415637565. [Preview with Google Books] Sicart, Miguel. "A Tale of Two Games." In Sports Videogames. Routledge, 2013. ISBN: 9780415637565. [Preview with Google Books] OptionalRobinson, Jon. "It's Not In the Game: Eight Features the NFL Made EA Sports Remove from 'Madden'." SportsIllustrated.com, March 12, 2014. Stein, Abe. "Can Madden Shift Attitudes on Player Safety?" Kill Screen, September 18, 2013. |
12 | Final Presentations | No new readings assigned. |
13 | Final Presentations (cont.) | No new readings assigned. |
14 | Last Session | No new readings assigned. |