dhcs: games course

From: Andrea K. Laue (akl3s@cms.mail.virginia.edu)
Date: Tue Jun 04 2002 - 12:37:20 EDT

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    ---------- Forwarded message ----------
    Date: Tue, 4 Jun 2002 10:24:27 -0400 (EDT)
    To: ivanhoe@lists.village.virginia.edu
    From: Geoffrey Rockwell <grockwel@mcmaster.ca>
    Subject: Fwd:

    Dear all,

    Here is a course outline - reading list I came across on computer
    games. It has a number of useful references and is a good check on
    what we have gathered.

    Yours,

    Geoffrey R.

    >
    >STS 145/HPS 163.
    >
    >History of Computer Game Design:
    >
    >Technology, Culture, Business
    >
    >Source: Softline 2 (March 1983). Front cover.
    >Instructor: Henry Lowood Office: M 9.30-11; W 2.30-4, Green Library 321C
    >TA: Casey Alt
    > Grader: Rene Patnode
    >Lecture: T-Th 2.15-3.05 Room 380-380C
    > Discussion section 02: W1.15-2.05, Meyer 142.
    >
    >Discussion Section 03: Th 11-11.50, 60-62N
    >
    >
    >
    >
    >
    >Schedule of Lectures
    >
    >Please be prepared before every class session by completing the
    >reading assignments. Articles listed as being "available in
    >Coursework" are in PDF format and found on our Coursework page under
    >"Course Materials." Download the free acrobat reader here: .
    >
    >January 8. Introduction
    >
    >January 10. Game Research: What, Why, How?
    >
    >Geoffrey R. Loftus and Elizabeth F. Loftus, "Why Video Games Are
    >Fun," pp. 10-42 in Mind at Play: The Psychology of Video Games (New
    >York: Basic Books, 1983). Available in Coursework.
    >
    >Brian Sutton-Smith, "The Toy as Machine: Video Games," pp. 57-75 in
    >his Toys as Culture (New York: Gardner Press, 1986). Available in
    >Coursework.
    >
    >Henry Jenkins, "Art Form for the Digital Age," Technology Review
    >(Sept.-Oct. 2000). Available here:
    >http://www.techreview.com/articles/oct00/viewpoint.htm
    >
    >January 15. Origins: Spacewar! and Pong
    >
    >GUESTS: Steve "Slug" Russell and Al Alcorn. Steve was one of the
    >original "MIT hackers" and played the lead role in programming and
    >designing the original Spacewar! for the PDP-1. Al was the circuit
    >designer for Pong and VP for R&D at Atari, in addition to working at
    >Apple and Ampex.. For some information about his career, see
    >http://bb.vg-network.com/arcadehistory/aainterview.html.
    >
    >Steward Brand, "SPACEWAR: Fanatic Life and Symbolic Death Among the
    >Computer Bums," Rolling Stone (7 Dec. 1972). Available here:
    >http://www.wheels.org/spacewar/stone/rolling_stone.html
    >
    >J. M. Graetz, "The Origin of Spacewar!," Creative Computing (1981).
    >Available here:
    >http://www.enteract.com/~enf/lore/spacewar/spacewar.html.
    >
    >January 17. Origins: Adventure, Interactive Fiction and RPGs
    >
    >GUEST: Prof. Eric Roberts, Charles Simonyi Professor in the School
    >of Engineering, Department of Computer Science. Eric was gamemaster
    >of the Mirkwood Tales, a long-running Dungeons and Dragons game that
    >nurtured a community of players including Will Crowther, author of
    >Adventure. Eric has since that time encouraged work on
    >computer-based interactive fiction by students at Swarthmore and at
    >Stanford.
    >
    >Graham Nelson, "A Short History of Interactive Fiction," from The
    >Inform Designer's Manual, 4th ed. Available here:
    >http://www.gnelson.demon.co.uk/inform/short.html.
    >
    >Explore the Colossal Cave Adventure Page here:
    >http://www.rickadams.org/adventure/. Read the brief "History of
    >Adventure" here: http://www.rickadams.org/adventure/a_history.html
    >
    >P. David Lebling, Mark S. Blank, and Timothy A. Anderson, "Zork: A
    >Computerized Fantasy Simulation Game," IEEE Computer 12 (April
    >1979): 51-59. Available here: http://mud.co.uk/richard/zork.html or
    >here: http://www.csd.uwo.ca/Infocom/Articles/ieee.html.
    >
    >January 22. The Business: Trends and Competition <lecture notes>
    >
    >David Sheff and Andy Eddy, Game Over: Press Start to Continue.
    >GamePress, 1999. (Available in Bookstore.)
    >
    >Richard Dyer, "Masters of the Game," Boston Globe Magazine (May 6,
    >1984). Available here:
    >http://www.csd.uwo.ca/Infocom/Articles/globe84.html; and Johnny
    >Wilson, "The Rise and Fall of Infocom," Computer Gaming World (Nov.
    >1991). Available here:
    >http://www.csd.uwo.ca/Infocom/Articles/rise.html.
    >
    >January 24. The Business: Game Production.
    >
    >GUEST: Dan Irish, Executive Producer at Relic Entertainment, Inc.,
    >located in Vancouver, British Columbia. Dan was most recently
    >producer of Myst III: Exile for UbiSoft.
    >
    >Chris Crawford, "The Art of Computer Game Design." (1982). Available
    >here:
    >http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html or
    >in PDF here: http://www.erasmatazz.com/free/AoCGD.pdf. (Also for
    >next week's topics.)
    >
    >January 29. Criticism: Games as a Communication/Entertainment Medium
    ><lecture notes>
    >
    >Steven Poole, Trigger Happy: Videogames and the Entertainment
    >Revolution. Arcade, 2000. (Available in Bookstore.)
    >
    >January 31. Criticism: What Role Does it Play?
    >
    >GUEST PANEL: Kevin Toyama, writer, Next Generation; Rob Smith,
    >Editor-in-Chief, PC Gamer.
    >
    >February 5. Military Gaming and Simulation
    >
    >James F. Dunnigan, "Genealogy of Computer Wargames Technology" and
    >"Designing Computer Wargames" from The Complete Wargames Handbook
    >(1993, rev. 1997) Available here:
    >http://www.hyw.com/Books/WargamesHandbook/6-3-gene.htm and
    >http://www.hyw.com/Books/WargamesHandbook/7-design.htm
    >
    >Timothy Lenoir, "All But War is Simulation: The
    >Military-Entertainment Complex." Available here:
    >http://www.stanford.edu/dept/HPS/TimLenoir/MilitaryEntertainmentComplex.htm.
    >
    >Mark Pesce, "The Trigger Principle," FEED Special Report (Feb. 3,
    >2000). Available here:
    >http://www.feedmag.com/essay/es288_master.html.
    >
    >February 7. Competitive Gaming and First-Person Shooters
    >
    >GUEST: Dennis "Thresh" Fong. co-founder and Chief Gamer, gamers.com.
    >Dennis is widely acknowledged as the best tournament Quake player in
    >the world and as the first prominent professional gamer..
    >
    >Marc Laidlaw, "The Egos at Id," Wired (Aug. 1996). Available here:
    >http://www.wirednews.com/wired/archive/4.08/id.html.
    >
    >Geoffrey Keighley, "Blinded by Reality: The True Story behind the
    >Creation of Unreal." Gamespot. Available here:
    >http://www.gamespot.com/features/makeunreal/index.html
    >
    >February 12. Sims, God Games, Games of Life
    >
    >NOTE: First Assignment Due Today!!
    >
    >John Horton Conway, "The Fantastic Combinations of John Conway's New
    >Solitaire Game 'Life'," Scientific American (1970): 120-23.
    >Available here:
    >http://ddi.cs.uni-potsdam.de/HyFISCH/Produzieren/lis_projekt/proj_gamelife/ConwayScientificAmerican.htm
    >
    >
    >Ted Friedman, "The Semiotics of Sim City," First Monday 4, no. 4
    >(April 5, 1999). Available here:
    >http://www.firstmonday.dk/issues/issue4_4/friedman/
    >
    >Wagner James Au, "The Lord of Game Developers," Salon.com -
    >Technology (May 5, 2000). Available here:
    >http://www.salon.com/tech/feature/2000/05/05/molyneux
    >
    >February 14. Sims, God Games, Games of Life, part 2.
    >
    >GUEST: Will Wright, co-founder and chief game designer, Maxis
    >Software (now Maxis Studio, Electronic Arts). Will will talk to us
    >about the psychology of computer game design.
    >
    >Daniel Sieberg, "The World according to Will," Salon.com. Available
    >here: http://www.salon.com/tech/feature/2000/02/17/wright/index.html.
    >
    >Geoffrey Keighley, "Simply Divine: The Story of Maxis Software,"
    >Gamespot. Available here: http://www.gamespot.com/features/maxis/.
    >
    >February 19. Technology: Shooters and First Person 3-D Perspective
    >
    >Rene Patnode will take the lead on this topic. His case study from
    >last year's course, "Id as Super-Ego: The Creation of Duke Nukem
    >3D," is recommended reading for this topic.
    >
    >Tom Hall, The Doom Bible. Revision no. .02 (Nov. 11, 1992).
    >Available in PDF format here:
    >http://5years.doomworld.com/doombible/doombible.pdf. This is the
    >design document for the original Doom game, as transcribed by John
    >Romero. See the explanation here:
    >http://5years.doomworld.com/doombible/
    >
    >Marc Laidlaw, "The Egos at Id," Wired (Aug. 1996). Available here:
    >http://www.wirednews.com/wired/archive/4.08/id.html. (if you did not
    >already read it for the Feb. 7 meeting.]
    >
    >Optional. View: "Quake: A Post-Mortem and a Glimpse into the
    >Future." Michael Abrash's talk at the 1997 Computer Game Developers
    >Conference. Available in Media Collection: ZVC 14527.
    >
    >Optional, for the technically inclined: Michael Abrash, "Ramblings
    >in Realtime." Especially Chapter 1, "Inside Quake." Available here:
    >http://www.bluesnews.com/abrash/
    >
    >February 21. Technology: Graphics
    >
    >GUEST: Kurt Akeley, Stanford Univeristy and NVidia Corporation. Kurt
    >was one of the founders of Silicon Graphics, and its Vice President
    >and Chief Engineer of the Advanced Systems Division of Silicon
    >Graphics. He was responsible for architecture of high-end graphics
    >accelerators and for SGI's software library that utilized these
    >graphics systems.
    >
    >Alan Akin, "Microsoft and 3D Graphics: A Case Study in Suppressing
    >Innovation and Competition." Available here:
    >http://www.vcnet.com/bms/features/3d.html
    >
    >Optional. For historical background about earlier graphics
    >technology, read these essays from SIGGRAPH Computer Graphics in
    >this order: Owen R. Rubin, "Memories of a Vector World," Steven
    >Collins, "Game Graphics During the 8-Bit Computer Era," Noah
    >Falstein, "Portrait of the Artists in a Young Industry," and Richard
    >Rouse III, "Do Computer Games Need to be 3D?" The issue of SIGGRAPH
    >Computer Graphics with these contributions is located here:
    >http://www.siggraph.org/publications/newsletter/v32n2/index.html.
    >Feel free to read or browse through the other contributions in this
    >issue, as well.
    >
    >February 26. Culture: The International Scene (Europe, Japan, Korea)
    >
    >Ernest W. Adams, "Eurostylin': An American Game Designer in Europe,"
    >from Game Developers' Conference 2000. Available here:
    >http://hometown.aol.com/ewadams/Lectures/Eurostylin_/eurostylin_.html
    >
    >Michelle Levander, "Where Does Fantasy End? Why All of South Korea
    >is Obsessed with an Online Game Where Ordinary Folks Can Be Arms
    >Dealers, Murderers ... and Elves," Time Magazine 157, no. 22 (June
    >4, 2001). Available here:
    >http://www.time.com/time/interactive/entertainment/gangs_np.html
    >
    >
    >February 28. Culture: Gender, Violence and Game Culture
    >
    >Loftus & Loftus, "The Arcade Subculture," pp. 83-111 in Mind at
    >Play: The Psychology of Video Games (New York: Basic Books, 1983).
    >Available in Coursework.
    >
    >Henry Jenkins, "'Complete Freedom of Movement': Video Games as
    >Gendered Play Spaces," pp. 262-297 in From Barbie to Mortal Kombat:
    >Gender and Computer Games, eds. Justine Cassell and Henry Jenkins
    >(Cambridge, MIT Press, 1998). Available in Coursework.
    >
    >Allyson D. Polsky, "Skins, Patches, and Plug-Ins: Becoming Woman in
    >the New Gaming Culture." Genders: Presenting Innovative Work in the
    >Arts, Humanities, and Social Theories 34 (2001). Available here:
    >http://www.genders.org/g34/g34_polsky.html.
    >
    >Optional. Janese Swanson, "What's the Difference? From the Research
    >on Play Preferences of Boys and Girls." Available
    >here:http://www.girltech.com/Press/PR_menu_frame.html
    >
    >March 5. Creating the Game: Synthetic Characters
    >
    >GUEST: Barbara Hayes-Roth, Senior Research Scientist & Lecturer,
    >Computer Science, Stanford University, and founder, Extempo Systems.
    >Barbara will speak about aspects of her work on smart interactive
    >agents and the Virtual Theater Project. A summary of this work can
    >be found here: http://www-ksl.stanford.edu/people/bhr/
    >
    >IMPORTANT! Please complete the Workshop assignment described here by
    >Monday at midnight. The Workshop demo is located at the Extempo
    >website.
    >
    >Janet Horowitz Murray, Hamlet on the Holodeck: The Future of
    >Narrative in Cyberspace. MIT Press, 1997. (Available in Bookstore)
    >
    >March 7. Creating the Game: Sports Games
    >
    >GUEST: Yorgos Panzaris. Yorgos is a graduate student in History at
    >Stanford and has been working on the development of motion capture
    >as part of the How They Got Game project.
    >
    >March 12. Virtual Worlds I: Narrative Structures: RPGs and MUDs
    ><lecture notes>
    >
    >Brenda Laurel, "Toward the Design of an Interactive Fantasy System:
    >Description and Functional Requirements," Pp. 56-87 (Adobe Acrobat
    >page numbering) in: Atari Research Memos on the Subject of
    >Interactive Fantasy and Related Topics." Atari Sunnyvale Research
    >Laboratory, March 1982-November 1983. Available in Coursework.
    >
    >Richard A. Bartle, "A Voice from the Dungeon," Practical Computing
    >(December 1983): 126-130. Available here:
    >http://mud.co.uk/richard/avftd.htm. If you have time, take a look at
    >other early papers on networked MUDs in Bartle's web archive,
    >especially "MUD Advanced Project Report" (1983), here:
    >http://mud.co.uk/richard/mapr.htm, and the background on this report
    >here: http://mud.co.uk/richard/maprbg.htm.
    >
    >Howard Rheingold, "Multi-User Dungeons and Alternate Identities,"
    >chapter 5 of his The Virtual Community: Homesteading on the
    >Electronic Frontier. Addison-Wesley, 1993. Available here:
    >http://www.rheingold.com/vc/book/5.html.
    >
    >March 14. Virtual Worlds II: Massively Multiplayer Games
    >
    >GUEST: Ken Karl, Product Manager for Asheron's Call Live!, Microsoft
    >Corporation. Ken is responsible for the day-to-day operation of
    >Asheron's Call and oversees the monthly update process, much like
    >the producer of a game or movie project.
    >
    >
    >
    >Toby Ragiani, "Postmortem: Turbine Entertainment's Asheron's Call."
    >Available here:
    >http://www.gamasutra.com/features/20000525/ragaini_pfv.htm.
    >
    >Look at the Asheron's Call zone at msn.com:
    >http://www.zone.com/asheronscall for information about Asheron's
    >Call. Also browse the "Crossroads of Dereth" fan site,
    >http://cod.xrgaming.net/, for information about the game and
    >especially about the Asheron's Call "community."
    >
    >Lev Manovich, "Global Algorithm 1.3: The Aesthetics of Virtual
    >Worlds: Report From Los Angeles" CTheory - Global Algorithm 1.3 (22
    >May 1996). Available here:
    >http://www.ctheory.com/ga1.3-aesthetics.html.
    >
    >Optional. Nicholas Yee, "The Norrathian Scrolls: A Study of
    >Everquest." Available here: http://www.nickyee.com/eqt/report.html.
    >Fascinating study based on survey data and responses.
    >
    >March 18. Case Studies Due Today, Monday, March 18, 4pm !!!
    >
    >- Henry Lowood, 5 December 2001
    >
    >--



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