Seminar plan

Sessions

Introduction 10-14h
Reading:
  • 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.
  • Further reading (optional):Rauscher, A. (2018): Raum. In: Beil, B./Hensel, T./Rauscher, A. (eds.): Game Studies. Wiesbaden: Springer VS, p. 3–26.
Online Phase I – Reading Texts & Wikis
Assignment: Synthesize the texts of your group and single out the information that you’d like to transfer intoyour escape room. Use the Wikis on Moodle as a stepping stone for the extraction of important information.

Block 1, Session 1, 10-17h Spatiality and Games
  • Seminar discussion about the group texts
  • Gaming session pt. 1 (Console and VR)
  • Reflection
Reading:
See Texts Group A, B, C, D*

Block 1, Session 2, 10-17h Game Design Theory
  • Input on Game Design Basics
  • Seminardiscussion
  • Gaming session pt. 2 (Console and VR)
  • Explanation on how to use ThingLink-Group assignment: Brainstormideas for the escape rooms
Reading:
  • Sylvester, Tynan (2013): Decisions. In: ibid. Designing Games. A Guide to Engineering Experiences. Sebastopol: O’Reilly, p. 48 & 127–137.
  • Further reading (optional): Salen, Katie/Zimmerman, Eric (2004): Rules of Play: Game Design Fundamentals. Massachusetts: MIT Press, p.141 –148. 
Online Phase II –Conceptualization Escape Rooms
Reading:
Kim, Scott (2019): What is a puzzle? In: Fullerton, Tracy (2019): Game Design Workshop. A Playcentric Approach toCreating Innovative Games. Boca Raton: CRC Press,p. 40 –44.
Assignment:
Hand in a (first) concept for your Escape Room with your group (use the tool called ‘Etherpad’ or ‘Explain Everything’)

Block 2, Session 1 10-17h – Storytelling
  • Seminar discussion
  • Further development of your concept& collecting 360° material
  • Play an online Escape Room with your group
Reading:
Domsch, Sebastian (2019): Space and Narrative in Computer Games. In: Aarseth, Espen/Günzel, Stephan (eds) Ludotopia. Spaces, Places and Territories in Computer Games. Bielefeld: Transcript, p. 103–123.

Block 2, Session 2 10-17h – Navigation
  • Input on worldbuilding & seminar discussion
  • Building the escape room(research & collecting 360° material)
  • Puzzle development
Online Phase III – Building Escape Rooms
Make an appointment in Wonder with Janou to talk about your group’s ideas and the Room’s progress. (Mandatory)

Block 3, Session 1 10-17h – Playtesting
  • Seminar discussion
  • Playtesting & improvement / Building the escape room
Block 3, Session 2 10-17h – Refinement
  • Building the escape room (research & puzzle development)
  • Seminar discussion
Reading:
  • Chess, Shira (2017): The Playful is Political. In: (ebd.) Ready Player Two. Women Games and Designed Identity. Minneapolis/London: Univ. of Minnesota Press, p. 173–179.
  • Further reading (optional):
  • Chess, Shira (2017): Playing with identity. In: (ebd.) Ready Player Two. Women Games and Designed Identity. Minneapolis/London: Univ. of Minnesota Press, p. 31–58.
Final session
  • Presentation and playthrough of final Escape Rooms
  • Discuss Evasys Feedback surveys

*Group A: Jenkins (2004), Nitsche(2008), Domsch(2019), Sylvester (2013).
Group B and D: Aarseth(2019), Gazzard(2018), Murray(2017)
Group C: Ermi/Mäyrä(2011), Nitsche(2008), Schwingeler(2019).

Group texts – Mandatory

Group A

- Domsch, S. (2019),

- Jenkins, H. (2004)

- Nitsche, M. (2009)

Group B & Group D

- Aarseth, E. (2019)

- Gazzard, A. (2018)

Murray, S. (2017)

Group C

- Ermi, L. / Mäyrä, F. (2011)

Nitsche, M. (2008)

Schwingeler, S. (2019)





Zuletzt geändert: Freitag, 19. November 2021, 17:09