Kursthemen

Kursübersicht

    • 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 2Refinement
      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