This study module deals with the cultural character of games and Internet, and the understanding, analysis and interpretation of related phenomena.
Osaamistavoitteet
After completing the module, student will be able to: - understand the history of digital cultures, and the special character of games and Internet as environments for communication and human interaction - analyse the genres of expression and subcultural practices that have evolved among games and Internet - categorise societal, communal and individual level socio-cultural phenomena in the contexts of different games and Net cultures - reflect on the role such factors as gender, age or ethnic background has in identity and construction of meaning in games and Internet - analyse economical and political mechanisms in the context of games and Internet cultures.
Sisältö
Concept of digital culture; subcultures; special characteristics of online communication and communities; interactivity in cultural context; special features of game genre based enthusiasm; Internet as a meeting place of different interest groups and as a stage for identity construction.
Toteutustavat
Varying teaching methods
Opetuskieli
englanti
Vaadittavat opintosuoritukset
Suoritusvaihtoehto
1
Kohderyhmät:
Tutkinto-ohjelman omat opiskelijat
Muut opiskelijat
Avoimen yliopisto-opetuksen opiskelijat
Tohtoriopiskelijat
Vaihto-opiskelijat
Osallistuminen opetukseen
englanniksi
Suoritusvaihtoehto
2
Kohderyhmät:
Tutkinto-ohjelman omat opiskelijat
Muut opiskelijat
Avoimen yliopisto-opetuksen opiskelijat
Tohtoriopiskelijat
Vaihto-opiskelijat
Kirjallinen tentti
englanniksi
Essee
englanniksi
Participation to classes, assignments or literature, essay
Arviointi
Numerolla 1-5.
Kirjallisuus/Oppimateriaali
Literature: Games: - Corneliussen & Rettberg (eds.) (2011): Digital Culture, Play, and Identity: A World of Warcraft® Reader and one of these: - Wolf & Perron (eds.) (2003):The Video Game Theory Reader. - Wolf & Perron (eds.) (2008):The Video Game Theory Reader 2. - Krzywinska, MacCallum-Stewart & Justin Parsler (eds.) (2011): Ringbearers: The Lord of the Rings Online as intertextual narrative. - Selection of articles
Internet: Two of these: - Lovink (2003), Dark Fiber. - Lovink (2012): Networks without a Cause - A Critique of Social Media - Mandiberg (2012): The Social Media Reader - Boyd (2014): It’s Complicated. The Social Lives of Networked Teens