2022/23
801 - Masters Centre of the Department of Communication
1015 - Māster Digital Culture and Emerging Media
32741 - Videogames, Transmedia Imaginaries and Contemporary Entertainment
Ona Anglada i Pujol, Maria Mercč Oliva Rota, Oliver Perez Latorre
Associated skills
General, basic and cross-sectional competences:
To analyse the digital and emerging media, as well as the cultural phenomena around them, using a critical sociocultural perspective with suitable theoretical and methodological development.
To possess and understand knowledge that lays the groundwork or opportunity for being original in the development and/or application of ideas, often in a research context.
For students to know how to communicate their conclusions and knowledge and the ultimate reasons underpinning them to specialised and nonspecialised audiences in a clear, unambiguous way.
To develop the ability to assess inequalities on the basis of sex and gender in order to design solutions.
Specific competences:
To use the main theories, approaches and methodologies needed to analyse and assess digital culture and the emergence of new media.
To design and carry out a basic, applied or practice-based research project on the digital culture sector and the emerging media.
To analyse data obtained from applying qualitative, quantitative or mixed methods within basic or applied research.
To analyse digital culture and the emerging media and the practices associated with them, addressing their communicative, social, cultural and political dimensions.
To develop scholarly contents in different media and formats for both specialised and nonspecialised audiences
Contents
1.- INTRODUCTION. VIDEOGAMES AS/AND CULTURE
Seven perspectives on videogames as/and culture: (1) (video)games as ‘myths’: dramatisation of ancestral human tensions and activities; (2) videogame history beyond technological evolution; (3) the videoludic language: a new expressive medium; (4) relationships with other narrative and artistic media; (5) ‘videoludification of society’: contemporary mutations and expansions of the videogame; (6) videogame cultures (in plural); (7) videogames and the social imaginary.
2.- VIDEOLUDIC LANGUAGE (A GAME DESIGN THEORY)
Videoludic language, I: expressive approaches on videogame design. Procedural rhetorics, ludo-narrative design, multimodal design.
Videoludic language, II: engagement approaches. Key aspects of fun-oriented game design theories. Critical reflection on the engagement approaches.
Videoludic language, III: ‘Ex/En Model’ (expression + engagement).
3.- LUDONARRATIVE IMAGINARIES: SOCIOCULTURAL, CROSS-MEDIA ANALYSIS OF VIDEOGAMES AND CONTEMPORARY FICTION
Rethinking the theories of the sociocultural imaginary and connecting them to videogame analysis, from an intertextual/cross-media perspective (Durand, Castoriadis, Kirkpatrick). Four theoretical/methodological approaches for the study of ludonarrative imaginaries: (1) genealogical approach (comparative analysis with age-old board games); (2) cultural studies and visual motifs; (3) paratext analysis and evolution of the imaginary; (4) affect theory.
Case studies illustrating the application of these perspectives will cover ludo-fictional imaginaries such as dystopian narratives, the Lovecraftian universe and contemporary low-key science fiction.
4.- CONTEMPORARY VIDEOGAME CULTURE IN CONTEXT
Indiegames, AAA games and Bourdieu’s field theory. Current debates about authorship.
Gamification and work. Gamers as social media content creators (YouTubers, streamers). The role of creative workers in contemporary labour imaginaries. Social media and affective and relational labour.
Video games culture, gamer identities and gender. Casual gaming, competitive gaming. Recent expansions of videogame culture. Audiences and fandom. Fan labour, playbour and modding. Fanfiction, real person slash and masculinities.
Bibliography and information resources
Main references:
Anable, Aubrey (2018). Playing with Feelings. Video games and Affect. Minnesota: Minnesota University Press
Bogost, Ian (2006): Persuasive Games. The expressive power of video games. Cambridge: MIT Press
Busse, Kristina (2013). The Return of the Author: Ethos and Identity Politics. In J. Gray & D. Johnson (Eds.), A Companion to Media Authorship. (pp. 48–68). Wiley Blackwell.
Castoriadis, Cornelius (1987). The Imaginary Institution of Society. Cambridge: Polity Press
Consalvo, Mia (2007). Cheating: gaining advantage in videogames. MIT Press.
Consalvo, Mia (2012). Confronting toxic gamer culture. Ada: A Journal of Gender, New Media and Technology, 1(1), 1–6.
Consalvo, Mia, & Paul, Cristopher, A. (2019). Real Games: What’s legitimate and what’s not in contemporary videogames. The MIT Press.
Fernández-Vara, Clara (2014). Introduction to Game Analysis. New York: Routledge
Frasca, Gonzalo (1999). “Ludology meets Narratology. similitude and differences between (video)games and narrative”. Online: https://ludology.typepad.com/weblog/articles/ludology.htm
Genette, Gerard (1997). Paratexts. Thresholds of interpretation. Cambridge: Cambridge University Press
Guarriello, Nicholas Brie (2019). “Never Give up, Never Surrender: Game Live Streaming, Neoliberal Work, and Personalized Media Economies.” New Media and Society 21 (8): 1750–69. https://doi.org/10.1177/1461444819831653.
Kellner, Douglas (1995). Media Culture: Cultural Studies, Identity and Politics Between the Modern and the Postmodern. London: Routledge
Kirkpatrick, Graeme (2013). Computer Games and the Social Imaginary. Cambridge: Polity Press
Muriel, Daniel and Crawford, Garry (2018). Video Games as Culture. London: Routledge
Pérez-Latorre, Óliver (2012): “From Chess to StarCraft. Comparative analysis of traditional games and videogames”. Comunicar, 38(19).
Pérez-Latorre, Óliver (2015). “The Social Discourse of Video Games: Analysis Model and Case Study - GTA IV”. Games and Culture, 10-5: 415-437
Rose, Gillian (2016): Visual Methodologies. London: Sage
Scott, Suzanne (2019). Fake Geek Girls: Fandom, Gender, and the Convergence Culture Industry. New York University Press.
Shaw, Adrienne. 2012. “Do You Identify as a Gamer? Gender, Race, Sexuality, and Gamer Identity.” New Media and Society 14 (1): 28–44. https://doi.org/10.1177/1461444811410394
Tosca, Susana et al. (eds.) (2008): Understanding Videogames. The essential introduction. New York: Routledge.
Zagalo, Nelson (2019). Engagement Design. Designing for Interaction Motivations. Cham (Switzerland): Springer
Complementary references:
Anthropy, Anna (2012). Rise of the Videogame Zinesters. New York: Seven Stories
Balló, Jordi (2006): Imágenes del silencio. Los motivos visuales en el cine. Barcelona: Anagrama
Duffy, Brooke Erin, & Wissinger, Elisabeth (2017). Mythologies of creative work in the social media age: Fun, free, and “just being me.” International Journal of Communication, 11, 4652–4671.
Flanagan, Mary and Nissenbaum, Helen (2014). Values at Play in Digital Games. Boston: MIT Press
Fuchs, M., Fizek, S., Ruffino, P., & Schrape, N. (2014). Rethinking Gamification. In Rethinking Gamification. Meson Press.
Garin, Manuel (2009). “Mitojuegos. Sobre el héroe y el mito en el imaginario de Nintendo”. Comunicación, 7(1)
Huizinga, Johan (2000). Homo Ludens. A study of the play-element in culture. London: Routledge
Hutcheon, Linda (2006). A Theory of Adaptation. London: Routledge.
Jesper Juul. (2019). Handmade Pixels: Independent video games and the quest for authenticity. The MIT Press.
Navarro-Remesal, Víctor and Pérez-Latorre, Óliver (eds.) (2022). Perspectives on the European Videogame. Amsterdam: Amsterdam University Press
Oliva, Mercè, Pérez-Latorre, Óliver, & Besalu, Reinald. (2018). ‘Choose, collect, manage, win!’: Neoliberalism, enterprising culture and risk society in video game covers. Convergence: The International Journal of Research into New Media Technologies, 24(6), 607–622. https://doi.org/10.1177/1354856516680324
Oliva, Mercè. (2021). Masterpiece! Auteurism and European Videogames. In V. Navarro-Remesal & Ó. Pérez-Latorre (Eds.), Perspectives on the European Videogame (pp. 131–150). Amsterdam University Press. https://doi.org/10.5117/9789463726221
Pérez-Latorre, Óliver and Oliva, Mercè (2017): "Video Games, Dystopia, and Neoliberalism: The Case of BioShock Infinite". Games and Culture, 14(7-8)
Pérez-Latorre, Óliver (2021). "The Devil of Emotional Gameplay is in the Details. Microanalysis of affectively complex scenarios in video games”. L'Atalante. Revista de estudios cinematográficos, 31: 71-84.
Planells, Antonio José (2021). “The promised land in contemporary video games: a myth analysis of BioShock Infinite and Death Stranding”. L’Atalante. Revista de estudios cinematográficos, 31: 117-129
Plantinga, Carl (2009). Moving Viewers. American film and the spectator’s experience. Berkeley: University of California Press
Ruberg, Bonnie, Amanda L.L. Cullen, and Kathryn Brewster. 2019. “Nothing but a ‘Titty Streamer’: Legitimacy, Labor, and the Debate over Women’s Breasts in Video Game Live Streaming.” Critical Studies in Media Communication 36 (5): 466–81.
Salen, Katie and Zimmerman, Eric (2004). Rules of Play: game design fundamentals. Cambridge, London: MIT Press.
Whitson, Jennifer R. (2013). Gaming the quantified self. Surveillance & Society, 11(1–2), 163–176. https://doi.org/10.1089/big.2012.0002