Seminar plan – Mandatory &
further reading
Introduction session
Aarseth, E (2001): Allegories of Space. The Question of Spatiality in Computer
Games.
In: Eskelinen, M./Koskimaa, R. (eds.) CyberText Yearbook. Jyväskylä: Univ of
Jyväskylä Pess, p. 152 – 171.
Günzel,
S. (2019): What do they represent? Computer games as spatial concepts.
In: Aarseth, E./Günzel, S. (eds) Ludotopia. Spaces, Places and Territories in
Computer Games. Bielefeld: Transcript, p. 13 – 19.
Rauscher, A. (2018): Raum. In: Beil, B./Hensel, T./Rauscher, A. (eds.): Game Studies.
Wiesbaden:
Springer VS, p. 3-26. (Optional).
Block 1, Session 1 –Spatiality and Games
See texts group A,
B, C, D
Block 1, Session 2 –Game Design Theory
Sylvester, T. (2013): Decisions. In: ibid. Designing Games. A Guide to Engineering Experiences.
Sebastopol: O’Reilly, p. 48
& 127 – 137.
Salen, K./Zimmerman,
E. (2004): Rules of Play: Game Design
Fundamentals.
Massachusetts: MIT Press, p. 141 – 148.
(Optional).
Online Phase II –Conceptualization Escape Rooms
Kim, S. (2019): What is a puzzle? In: Fullerton, T. (2019): Game Design Workshop.
A Playcentric Approach to Creating Innovative
Games. Boca Raton: CRC Press, p.
40 – 44.
Block 2, Session 1 –Storytelling
Domsch, S. (2019): Space and Narrative in Computer
Games. In: Aarseth, E./Günzel, S. (eds)
Ludotopia. Spaces, Places and Territories
in Computer Games. Bielefeld: Transcript, p. 103– 123.
Block 3, Session 2–Refinement
Chess, S. (2017): The
Playful is Political. In: (ebd.) Ready Player Two. Women Games and
Designed
Identity. Minneapolis/London: Univ. of Minnesota Press, p. 173 – 179.
Chess, S. (2017): Playing with identity. In: (ebd.) Ready Player Two. Women
Games and
Designed Identity. Minneapolis/London:
Univ. of Minnesota Press, p. 31 – 58.(Optional).
Group texts – Mandatory
Group A
Domsch, S. (2019): Space and Narrative in Computer
Games. In: Aarseth, E./Günzel, S.
(eds)
Ludotopia. Spaces, Places and Territories
in Computer Games. Bielefeld:
Transcript, p. 103– 123.
Jenkins, H. (2004): Game Design as Narrative Architecture.
In: Waldrip-Fruin, N./
Harrigan,
P. (eds.): First Person: New Media as Story, Performance, and
Game,
pp.
118 - 130. Cambridge/London: MIT Press.
Nitsche, M. (2009): Video Game Spaces: Image, Play and Structure in 3D
Game
Worlds. Cambridge/London:
MIT Press, p. 25-29 & p. 159-169.
Group B & Group
D
Aarseth,
E. (2019): Ludoforming. Changing Actual, Historical or Fictional
Topographies
into Ludic Topologies. In: Aarseth, Espen/Günzel, Stephan
(eds): Ludotopia. Spaces, Places and Territories in
Computer Games, pp. 127 - 140.
Bielefeld: Transcript.
Gazzard, A. (2018): Gaming maps and virtual worlds. In: Kent,
A. J./Vujakovic, P. (eds)
The Routledge
Handbook of Mapping and Cartography, pp. 528 – 535.
London/New York: Routledge.
Murray, S. (2017): On
Video Games. The Visual Politics of Race, Gender and Space.
London/New
York: Tauris, p. 141-182
Group C
Ermi, L. / Mäyrä, F. (2011):
Fundamental Components of the gameplay
experience.
In: Günzel, S./Liebe, M./Mersch, D. (eds): DIGEC
Keynote-Lectures
2009/10, pp. 88 - 113. Potsdam: Univ Press.
Nitsche, M.
(2008): "Players 'in' the Video Game Space." In: ibid. Video Game
Spaces.
Image, Play and Structure in 3D Worlds,
pp. 203 – 226. Cambridge: MIT Press.
Schwingeler, S. (2019): Playing with
Sight: Construction of Perspective in
Videogames.
In: Aarseth, E./Günzel, S. (eds): Ludotopia. Spaces, Places
and
Territories in Computer Games, pp. 41 - 60. Bielefeld:
Transcript.
Further
Reading (optional)
Space and
Spatiality
Edney, M. H. (2018): Map History. Discrouse and
Process. In: Kent, A. J./Vujakovic, P.
(eds) The Routledge Handbook of Mapping and Cartography, pp. 68 – 79.
London/New York: Routledge.
Günzel, S. (2019): What do they represent? Computer games as spatial concepts.
In:
Aarseth, E./Günzel, S. (eds) Ludotopia.
Spaces, Places and Territories in
Computer
Games. Bielefeld: Transcript, p. 13 – 19.
Huizinga, J. (1958): Homo
Ludens. A Study of the Play-Element in Culture. First Published
1938.
London: Routledge, p. 1-18.
Lefebvre, H. (1974): The
Production of Space. Translated by D. Nicholson-Smith.
Hoboken,
NJ: Blackwell, p. 16-36.
Rauscher, A. (2018): Raum. In: Beil, B./Hensel, T./Rauscher, A. (eds.): Game
Studies.
Wiesbaden:
Springer VS, p. 3-26.
Saker,
M./Frith, J. (2020): Coextensive space: virtual reality and
the developing
relationship between the body, the digital and physical space. In: Media, Culture &
Society
42(8), pp. 1427–1442.
Game Design
Engelstein, G.
(2020): Achievement Relocked.
Cambridge/London: MIT Press, p. 5-26.
Morris, J. (2020): Escape Rooms in
Education. A Practical Guide.
Sylvester, Tynan (2013): Designing
Games. A Guide to Engineering Experiences.
Sebastopol:
O’Reilly