Allgemeine Angaben |
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künstl.-wissenschaftl. Labor |
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Pflichtfach: 3 | Wahlfach: 0 | Doktoratsstudien: 0 | sonstiges Fach: 0 |
Studienart/Studienplan
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SPO-V |
Zuordnung zu Modul
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Art |
Empf. Sem. |
ECTS Credits |
Prüfungsart |
Äquiv. |
Vorauss. |
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laufend 2021/22 |
Bachelorstudium |
173 Zeitbasierte und Interaktive Medienkunst (UG2002)
| 20W |
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[20W] Zeitbasierte und Interaktive Medienkunst
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[VK] [ZIM_B] Zeitbasierte und interaktive Medienk ...
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[VK] [ZIM_B_3] Vertiefung und Erweiterung aus zei ...
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[VK] [ZIM_B_3] Vertiefung und Erweiterung aus zei ...
| PFLICHT | - | 2 | | | |
Masterstudium |
771 Interface Cultures (UG2002)
| 18W |
1. Abs. / Interface Labor I / Interface Labor I
| PF | WS/SS | 3 | | | |
auslaufend 2021/22 |
Masterstudium |
771 Interface Cultures (UG2002)
| 18W |
Details zum Curriculum sind bei der Lehrgangsleitung zu erfragen.
| PFLICHT | WS/SS | 3 | | | |
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Freie Wahllehrveranstaltung: 2 ECTS-Credits |
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Angaben zur Abhaltung |
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Games Workshop I aims at both conveying an introduction to game studies as well as applied game design, thus combining theory and practice: students are expected to challenge basic game study notions, including rules, the magic circle, game versus play, or Ludus and Paidia, with the development of experimental games. As a large variety of created game projects is hoped-for, game development is not restricted to particular genres or media: results may range from board or card games to digital games, from zero- to multi-player games, or from casual to time-consuming games. Concerning the theory of games, essential ideas concerning game studies, game cultures, and game design, are presented and discussed, particular weight is given to value transfer as well as current game directions that stretch to the outside of the game virtuality. Over the course of Games Workshop I, well-known games are examined for underlying design principles, stellar examples of game art are introduced and debated to support inspiration.
Literature Björk, Staffan, and Jesp er Juul. 2012. “Zero-Player Games. or: What We Talk Ab out When We Talk Ab out Players.” In. Madrid. http://www.jesperjuul.net/ text/zeroplayergames/. Caillois, R., and M. Barash. 1961. Man, Play, and Games. University of Illinois Press. Crawford, Chris. 1984. The Art of Computer Game Design. Berkeley, CA, USA: Osborne/McGraw-Hill. Ermi, Laura, and Frans Mäyrä. 2005. “Fundamental Components of the Gameplay Experience: Analysing Immersion.” In In DIGRA. DIGRA. Huizinga, J. 1949. Homo Ludens. Homo Ludens: A Study of Play-Element in Culture. Routledge & K. Paul. Juul, Jesper. 2000. “What Computer Games Can and Can’t Do.” Digital Arts and Culture. Salen, K., and E. Zimmerman. 2004. Rules of Play: Game Design Fundamentals. MIT Press. Suits, B.H., and F. Newfeld. 1978. The Grasshopper: Games, Life and Utopia. Nonpareil Book. D.R. Godine. Tavinor, Grant. 2009. “The Definition of Videogames Revisited.” The Philosophy of Computer Games Conference. |
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Für die Anmeldung zur Teilnahme müssen Sie sich in UFGonline als Studierende*r identifizieren. |
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Angaben zur Prüfung |
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siehe Stellung im Studienplan |
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immanenter Prüfungscharakter |
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Zusatzinformationen |
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