Seminar plan
Abschlussbedingungen
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