Course Identification

Program:              Games Programs
School:                 Media and Communication
Course Code:       COMM2302
Course title:         Media Cultures 2
Lecturer:              Shiralee Saul. email: shiralee.saul [at] rmit.edu au tel: 99252786

Course Content

Week#

Class Content

BLOCK 1

MEDIA CULTURES: analogue to digital

#1

Introduction to the course.
Digital Humanities and the case for Critical Commons
Outline of the course's aims, objectives, assessment requirements and breakdown of weekly concepts.

Exercise 1: Social Bookmarking

Shining
Scary Mary
Willy Wonka & The Chocolate Factory
High School Musical
Top Gun
Toy Story
Matrix

Exercise 2: ANALYSE WHAT MAKES A GAME TRAILER TICK

Assignment 1: Movie to Game (Trailer)

assignment 2: MEDIA IN A NETWORKED AGE

Assignment 3: Making Games -- Collaborative project

#2

Gallery Visit: Experimenta Utopia Now
Experimenta Utopia Now International Biennial of Media Art chases the dream of a perfect world. Showcasing more than 35 works from countries including Australia, Japan, Austria, India, Germany, Canada, France, Taiwan and the UK, Experimenta Utopia Now critiques the scope for happiness on earth as we know it, pokes fun at social and physical boundaries and questions the human race’s ability to preserve itself.

the Arts Centre, BlackBox, Melbourne
Open Sunday - Thursday 10am - 6pm
Friday & Saturday 10am - 8pm

#3

PRESENTATIONS EXERCISE 2

Concept documents. Academy Award Winning Movie Trailer
RESOURCES: 03conceptDoc.pdf on server

EXercise 2: 15 mins -- write a core statement and 1 paragraph synopsis for your favorite game.

Confirm Assignment 2 topics and weeks.

Break

Old Media : New Media : reMedia
URL :Technologies of Time and Space: A prehistory of multimedia

Case study: The News tonight - from bio-networks to digging the zeitgeist
URL : poemeDada RSS poetry
URL : Newsgaming.com
URL : Avatar activists see red
URL : Rocketboom
URL : ten by ten by Jonathan Harris
URL : Phylotaxis / for Seed by Jonathan Harris
URL : Carlo Zanni's Average Shoveler
URL : We Feel Fine / by Jonathan Harris and Sep Kamvar

General Resources : http://del.icio.us/shiralee/news

Reading
URL : What happened to those inventions of the future?
POF : Multimedia Innovators from Understanding Hypermedia, Cotton and Oliver
PDF : Communication and Art in The Information Age Timeline.
PDF : Bolter, Jay and Richard Grusin (1999), Extract Remediation: Understanding New Media, Cambridge, MA, MIT Press, pp.65-9
URL : 'Cultural Globalisation and Challenges to Traditional Communication Theories' Lauren Movius. University of Southern California, USA

#4

PRESENTATION: Assignment 1 Games Concept doc due
5 minute presentations (maxium) -- Should include a brief precis of your chosen movie (1 sentence), a 'core statement' and a short synopsis (1 paragraph) of the game you propose to base on it and the game's feature set. See 03conceptDoc.pdf on server for more details of what the synopsis should contain.

Protean Machine: From pebbles to AI
URL: Computers and the development of Interactivity

Pattie Maes and Pranav Mistry demo SixthSense
Julien Oliver -- Game Artist

Delicious Links -- computer lecture

Case study: Automatic friend/robot writers; Eliza, Racter and Chatbots.
URL: ELIZA
URL :Jabberwacky
URL :George
URL : Joan -- Artificially Intelligent, speaking, videocentric Avatar
URL : A.L.I.C.E (Artificial Linguistic Internet Computer Entity)
URL :Wikipedia -- chatterbots

#5

Studio: Trailer production

#6

PRESENTATIONS Assignment 1. (5 minutes per presentation – 5 minutes feedback)

How Milnet became our Net
REF :: The Internet and How it Grew...
REF :: de.licio.us links : Internet
URL :: PressThink: The People Formerly Known as the Audience
URL :: A Brief History of the Internet
URL :: History of the Internet
URL :: The Internet : 1993 news report on the internet
URL :: Douglas Adams on Hyperland 1985
URL :: What is Web 2.0
URL :: Web 2.0 ... The Machine is Using Us

Case study: Hypertext
URL : Victory Gardens
URL : Flash version of the Colossal Cave Adventure
UIRL : My Body a Wunderkammer by Shelly Jackson
URL : Testimony : a Story machine by Simon Norton
URL: Meanwhile (interactive cartoon)
URL : Facade a 1 act drama
URL : Camille Utterback -- Text Rain
URL : Arteroids 3.1

BLOCK 2

WEB 2.0 AND NETWORKED ART

In this block, students are required to give presentations on one of the week's topics in that allocated week. Students should tailor their research into a case study on a particular artist, movement or phenomenon fitting that week's topic. For example in week 6, the theme is virtual communities so a student may wish to do a case study on Gaia online or an online massively multiplayer game such as WOW. Students are expected to conduct research that might include both theoretical and empirical analysis.

Students must confirm their topic and presentation date by week #3. No double-ups on topics.

Assignment #2 Brief

#7

PRESENTATIONS

Web 2.0 is Soylent Green

RESOURCES

URL :: Internet is for Porn
URL :: Shift Happens Narrated
URL :: Did You Know 4.0
URL :: Social Networking Wars
URL :: My Mom's on Facebook
URL :: YouTube - WikiPedia Timelapse

PDF : Larissa Hjorth 'Gifts of Presence: A Case Study of a South Korean Virtual Community, Cyworld’s Mini-hompy'
URL: Facebook excommunicates WORM because of the Web 2.0 Suicide Machine

#8

The Incredible Shrinking Screen

URL :: The Broad Band - Internet Killed The Video Star
URL :: MediaSnackers Explained
URL :: Day of the Longtail
URL :: The Real History of YouTube in 3 minutes

ALSO:
URL :: The Benefits of Facebook "Friends:" Social Capital and College Students' Use of Online Social Network Sites
URL :: foursquare: The arrival of the location based business “game”

PRESENTATIONS

Video killed the family guy
http://www.youtube.com/watch?v=YDYotxkxvgk&mode=related&search=
The Broad Band - Internet Killed The Video Star
http://www.youtube.com/watch?v=BiB0VgOKojg
MashUp / David Brent's Microsoft training video Archives  
http://blogs.smh.com.au/mashup/archives//005589.html
Lonelygirl 15
http://www.youtube.com/profile?user=lonelygirl15
Hope is Emo
http://hopeisemo.com/
Ask a Ninja
http://askaninja.com/
Nobody's Watching
http://www.youtube.com/watch?v=uEYCN3hVTYI

#9

PRESENTATIONS

Networked and Net art/Game Art
URL : Art is DOOMed: The spawning of game art

RESOURCES
PDF : Gonzalo Frasca, 'Simulation versus Narrative: Introduction to Ludology' in Video/Game/Theory. Edited by Mark J.P. Wolf and Bernard Perron.
URL : John Mrakoff 'Something Is Killing the Sims, and It's No Accident' New York Times
URL : del.icio.us/shiralee/lecture_netart


BLOCK 3

GAMES IRL

#10

Pervasive Games

The Theory of Fun campaign

Exercise #3 >

Assignment 3: Making Games -- Collaborative project

RESOURCES
URL : del.icio.us/shiralees/lecture_makeGame
URL :: http://delicious.com/shiralee/bundle:games
PDF :: Jesper Juuls 'Video Games and the Classic Game Model'
PDF :: Prof. Jim Whitehead 'Definitions of Games and Play: Magic Circle & Rules as Limitations and Affordances'
PDF :: Markus Montola 'Exploring the Edge of the Magic Circle: Defining Pervasive Games'
PDF :: Frank Lantz, 'Big Games and the porous border between the real and the mediated'

#11

Game Elements

URL :: What's my Motivation
PDF : Jesper Juuls 'Video Games and the Classic Game Model'

#12

Game Testing

Suggested Feedback Criteria >

Course Description

This course builds on knowledge and skills gained in Media Cultures 1.  It will enable students to develop an understanding of the theory and practice of time-based and digital media.

The course will explore the interrelation of art and technology by investigating the evolution of digital media from early base concepts and the parallel histories of other media forms. Historical and theoretical perspectives of digital and time-based media will be presented and, in particular, their relationship to games will be explored.

As a means of applying these theoretical and historical perspectives, this course will also explore the theory and practices of writing and conceptual development techniques to suit a range of media. Students will engage in both research and practical tasks intended to give them a range of investigative, analytical, conceptual and creative skills.

Throughout the course, students will develop methodologies of storytelling and narrative structures for media. The students will build a solid foundation of ideas, methods and techniques as well as professional formats for presentation, which will have a deep and broad impact on the way they approach, work on and develop future multimedia projects.

Learning Activities

The learning approach in this course is student-centred and practically-based.

Feedback will be ongoing during classes, and will be given in response to in-class exercises, presentations and other class activities.

You will be expected to use lateral, analytical and critical thinking processes, both at an individual and group level, through exercises, critiques, reviews and discussions. The exploration of existing models, theories and paradigms will be essential, allowing you to develop your knowledge base of creative strategies.

Learning Objectives

Upon completion of this course, the student should be able to:

  • Develop original content through heightened conceptual and idea generation processes suitable for media productions.
  • Refine their critical and analytical capacity to evaluate content and structure in linear narrative, interactive and networked publications.
  • Develop narrative storytelling techniques within interactive, animation and/or video works.
  • Develop a writing routine by regularly completing in-class exercises and assignments.
  • Develop skills to confidently interact with peers in group presentations and critiques.
  • Demonstrate critical and analytical abilities.
  • Understand the relationship and influences between art and technology.
  • Analyse the technological developments of the modern world and understand how they are linked to earlier media forms.
  • Acquire knowledge and critically evaluate major economic, aesthetic, technological, cultural and theoretical developments in world media.
  • Analyse different ways in which media practices have responded to moments in history of crisis and transformation as well as technological developments.

 Overview of Assessment

Assessment is based on progressive assessment briefs, and class exercises. A full detailed breakdown of weekly class exercises and objectives will be supplied on a week by week basis.

Assessment is ongoing and part of students’ participation in group and individual class exercises and class critique (formal and informal) sessions. Assignments may include script writing, storyboarding, visual/ textual narration, writing short and succinct film and game synopsis, analysis of plot and character development, development of game mechanics, investigation of historical media technologies and contemporary networked media potentials.

All assessment tasks will be provided in writing via briefs and verbal reinforcement.

Criteria include:

  • Productive participation in individual and group activities
  • Originality and appropriateness of ideas
  • Ability to present ideas and respond to critical analysis
  • Research skills
  • Completion of assessment tasks on time
  • Presentation standards (including spellcheck, grammar, proofread).

Students will need to complete the assignment and exercise tasks on time and to brief to receive an average (Credit) grade. Additional time, effort, and enthusiasm in and out of class are necessary for an above average grade. Students who listen, ask questions, work hard, take risks, explore concepts & media, and actively engage in constructive criticism and an exchange of ideas will benefit most from this class and earn an above average grade.

Assignments

1. Assignment/presentation 1 >: Movie to Game (Trailer) – 30sec-3min video, Due week 3: concept doc, Due week 6: Game Total value: 30%
2. Assignment/presentation 2: Network media presentations (presentation and written work)  Due: weeks 7-9 Total value: 25%
3. Assignment/presentation 3: Location-based game (group assignment) Total value:  25%
4. Class participation and exercises Total value:  20%

Resources

Critical Commons provides information about current copyright law and its alternatives in order to facilitate the writing and dissemination of best practices and fair use guidelines for scholarly and creative communities. Critical Commons also functions as a showcase for innovative forms of electronic scholarship and creative production
Shiralee's Delicious links
k.i.s.s. of the panopticon introduction to cultural/critical theory and its relationship with communications and new media
Second Nature: International Journal of Creative Media
Kotaku, the Gamer’s Guide

BACKGROUND: Jared Tarbell www.levitated.net/