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Center for Curriculum and Transfer Articulation
Games, Culture and Aesthetics
Course: GST202

First Term: 2018 Spring
Lecture   3.0 Credit(s)   3.0 Period(s)   3.0 Load  
Subject Type: Academic
Load Formula: S- Standard

Description: Considers games as artifacts and expressions of our basic consciousness, humanity, and potential. Explores through the lens of world cultures such concepts as values, power relations, gender roles, arts, aesthetics, and desire. Compares games across cultural, temporal, geographic, and linguistic divides, for the purpose of examining and appreciating the experiences, contributions, and values of diverse populations, as conveyed through the global phenomenon of games.

MCCCD Official Course Competencies
1. Survey the history of games. (I, IV, V)
2. Debate how and why some games (e.g., Go and Chess) come to transcend temporal, geographic, and cultural barriers. (I, IV)
3. Elaborate disciplinary approaches to Game Studies. (II, III)
4. Compare, contrast, and evaluate games from different eras and regions of the world. (IV)
5. Discuss how games produce meaning. (III)
6. Apply game aesthetics and disciplinary approaches to the analysis of games in a way that elaborates their larger cultural meaning. (III, IV)
7. Assess the impact of games in advertising, art, popular culture, politics, ideology, and learning. (III)
8. Identify and describe important game artifacts from diverse cultures as embodiments of human systems. (IV)
9. Research the work of influential designers, innovators, and theoreticians in Game Studies. (I, II)
10. Debate whether games shape and/or reflect the attitudes, perceptions, and behavior of their consumers. (II, III)
11. Debate the role of games in the treatment and construction of identity, ethnicity, gender, and aesthetics. (II, III)
12. Analyze what social tensions, issues, and values games express. (III)
13. Explain what larger psychological, emotional, and social needs different games serve and fulfill. (III)
14. Research how games may shape and/or reflect human attitudes, perceptions, beliefs, behavior, and identity of their consumers. (II, III)
15. Theorize the relationship between games, media, and popular culture. (V)
16. Analyze the growth of the games industry and community and the impact of this on globalization. (V)
17. Predict directions in which games are headed. (V)
MCCCD Official Course Competencies must be coordinated with the content outline so that each major point in the outline serves one or more competencies. MCCCD faculty retains authority in determining the pedagogical approach, methodology, content sequencing, and assessment metrics for student work. Please see individual course syllabi for additional information, including specific course requirements.
MCCCD Official Course Outline
I. Introduction to Games and Play: A Core Human Trait
   A. Recurring Game Themes Across Cultures
   B. Recurring Game Forms Across Cultures
II. Approaches to Game Studies
   A. Ethnographies and Collections
   B. Homo Ludens and Play Theory
   C. Ludology vs. Narratology
III. Games and Their Larger Meaning and Impact
   A. Games and Art
   B. Games and Literature
   C. Games and Popular Culture
      1. Games and Nationalism
      2. Games and Ethnicity
      3. Amusement Parks
      4. Arcades
      5. Dungeons and Dragons
      6. Computer Games
      7. Game Consoles
      8. Team Sports
   D. Games and Advertising
   E. Games and Ideology
   F. Games and Learning
      1. Literacy
      2. Motor Skills
      3. Identity
      4. Networks and Affinity Groups
      5. Positive Psychology
      6. Values and Aspirations
      7. Consumption
   G. Games and Subversion (Un-Learning)
IV. Around the World in Games
   A. Extinct Games
   B. Enduring Games from Ancient Civilizations
   C. Games Practiced by Pre-Literate Societies
   D. Games from Modern Civilizations
V. Games and Globalization
   A. Gaming Communities
      1. Tabletop Gamers
      2. Casinos and Gamblers
      3. Sports Fans
      4. Collaborative Online Gaming Communities
      5. Pervasive Gamers
   B. The Games Industry
      1. Game Development Corporations
      2. International Game Developers Association
      3. The Gamification Movement
      4. The Serious Games Movement
      5. The Pervasive Games Movement
      6. Independent Game Developers
   C. Global Iconography and Branding
   D. Convergence Technologies

MCCCD Governing Board Approval Date: March 28, 2017

All information published is subject to change without notice. Every effort has been made to ensure the accuracy of information presented, but based on the dynamic nature of the curricular process, course and program information is subject to change in order to reflect the most current information available.