Course Identification

Program: Games Programs
School:  Media and Communication
Course Code: COMM2302
Course Title: Media Cultures 2
Course Lecturer: Shiralee Saul
  shiralee.saul@rmit.edu.au
  Tel. 9925 2786
  Location: 14/11/03
Course Guide Online:  http://a-website.org/11rmit/mc2.html

COURSE OUTLINE

Week

Lecture Content

#1

Introduction to the course: Outline of the course’s aims, objectives, assessment requirements and breakdown of weekly concepts.
LECTURE: Genre Theory looks at the history, development and uses of the concept of ‘genre

Class exercise #1: Genre analysis – Re-Trailer (pairs)
Assignment #1: From Movie to Game (Trailer)

RESOURCES
TVTropes Wiki http://tvtropes.org/pmwiki/pmwiki.php/Main/HomePage (covers all media)

SCREENING
Jane Austen's Fight Club

Shining
Scary Mary

#2

Presentation of Exercise 1

LECTURE: Developing a Game Concept
Provides suggestions for generating effective and appropriate game concept and proposal documents.

Exercise 2: Write a core statement and synopsis for an existing commercial game. Refer to the pdf 02ConceptDoc.pdf for hints on writing core statements and a synopsis. You can look at the companies/studios versions for your chosen game, but write one that you think encapsulates the game's features and intentions. Upload pdf document to exercise 2 folder on the server. Make sure your file is titled lastname.pdf

RESOURCES
The Anatomy of a Design Document, Part 1: Documentation Guidelines for the Game Concept and Proposal
by Tim Ryan, Gamasutra
Game Design Foundations by Roger Pederson
What makes a Game Good? by Wolfgang Kramer
Completed design documents for commercial games, templates and an overview of the entire GDD development process can be found on the server in 11Mediacultures2/Readings + resources/02ConceptDoc/

SCREENING
The 30-Second Bunnies Theatre Library
These snappy Flash animations demonstrate how conventional the narrative bones of well-known movies are.

#3

LECTURE: Storyboarding and cinematic conventions.
Review of storyboarding conventions

Class Exercise 3: Reverse engineering -- Analyse and storyboard a games trailer (groups) Due week 4.

RESOURCES
Film Terms Peter Donaldson (film_terms.pdf 0n server)
John Lycette on Storyboarding (Strange Attractors ABC Online)
egs of a storyboard artist's work
Vid; Storyboarding by Mike Bruinsma

SCREENING
Literal Games Trailers
Academy Award Winning Movie Trailer
Finding Lady: The Art of Storyboarding The history of storyboarding

#4

Exercise 3 presentation

#5

Assignment 1 Game Concept document due. In-class presentations (3mins each)

LECTURE: GAMES BCE
This lecture looks at some of the first game mechanics and their historical and societal contexts

RESOURCES
READ:: Natural Funativity by Noah Falstein http://www.gamasutra.com/view/feature/2160/natural_funativity.php
Links ‘fun’ to evolutionary theory -- i.e. historically effective survival strategies are fun.

Play Science - the Patterns of Play http://www.nifplay.org/states_play.html
Designing Games Beyond Humanness by Mitu Khandaker http://www.gamasutra.com/view/news/33014/Opinion_Designing_Games_Beyond_Humanness.php
History of games timeline http://historicgames.com/gamestimeline.html

SCREENING
Tom Chatfield: 7 ways games reward the brain

#6

Assignment 1 Game Trailer Storyboard due.

LECTURE: Games history 2: Arcadia, the Golden Age of videogames
This lecture looks at the development of arcade games and their use of many of the games mechanics that continue to dominate videogames today.

RESOURCES
History of Game Development in Australia ACMI Games Lab

SCREENING
Beam Software Beam Software (Melbourne House) was Australia's first electronic game company, responsible for a number of seminal and internationally bestselling titles in the 1980s. Alfred Milgrom (company founder), Bill McIntosh and Trevor Nuridin talk about the crazy early days of a fledgling industry.
Atari founder Nolan Bushnell talks about the early days of Atari.
History of Video Games: On overview documentory of the history of video Games from Atari to Nintendo
Death in Old Games
Arcades: The Rise, Fall, and Future

Studio: Trailer production

#7

Class presentations: Assignment 1 Games Trailers. (5 minutes per presentation – 5 minutes feedback)

Assignment 2: Gamify Melbourne Challenge -- Collaborative project

#8

LECTURE: Gamification
This class examines the concept of ‘gamification’ i. e applying games concepts and mechanics to non-game contexts to engage and retain users.

EXERCISE: Gamified
Alone or in small groups of no more than 3, select a gamified app or activity that no one else has already 'found'. Write it on the whiteboard so that other class members know that it is 'taken'. Prepare a 1 page pdf landscape formatted 'slide'. This should include your subject's:

  • Name
  • URL
  • 1 paragraph overview
  • At least 1 image of its interface
  • List its main game mechanics

Ensure that your slide is well laid-out, spellchecked and grammatical (i.e written in clear Standard English). Present in class and upload to the appropriate folder on the server.

SCREENING
Visions of the Future: Jesse Schell @ DICE
The Fun Theory

RESOURCES
LEARNING TO PLAY TO LEARN: Lessons in Educational Game Design by Nick Fortugno & Eric Zimmerman
Gamification Encyclopedia
GWAP Games
Google Image Labeler
Foursquare
SCVNGR

#9

LECTURE: Location-based and pervasive Games

RESOURCES
Games and Gaming [electronic resource] : An Introduction to New Media, Larissa Hjorth (read Glaze Cultures: Urban and Location-Aware Gaming)
http://cat.lib.rmit.edu.au/vwebv/holdingsInfo?searchId=8063&recCount=25&recPointer=1&bibId=817212
These platforms all allow you to make your own pervasive game:
* You can download a kit with LocoMatrix
* Orbster has a pervasive game engine
* Cipher Cities

 

#10

Assignment 2: Game concept document due. In-class presentations

#11

LECTURE: Game Art: Using games to make art and art about games

#12

Assignment 2: Game Presentation

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 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:

  1. Develop original content through heightened conceptual and idea generation processes suitable for media productions.
  2. Refine their critical and analytical capacity to evaluate content and structure in linear narrative, interactive and networked publications.
  3. Develop narrative storytelling techniques within interactive, animation and/or video works.
  4. Develop a writing routine by regularly completing in-class exercises and assignments.
  5. Develop skills to confidently interact with peers in group presentations and critiques.
  6. Demonstrate critical and analytical abilities.
  7. Understand the relationship and influences between art and technology.
  8. Analyse the technological developments of the modern world and understand how they are linked to earlier media forms.
  9. Acquire knowledge and critically evaluate major economic, aesthetic, technological, cultural and theoretical developments in world media.
  10. 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:

  1. Productive participation in individual and group activities
  2. Originality and appropriateness of ideas
  3. Ability to present ideas and respond to critical analysis
  4. Research skills
  5. Completion of assessment tasks on time
  6. 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.

Assessment

 

 

due

value

1

Assignment 1: Movie to Game

Deliverables: game proposal document, trailer storyboard, video

Week 4 (doc)
Week 5 (storyboard)
Week 7 (video)

30%

2

Assignment 2: Game

Week 8 (docs)
Week 12 (game)

30%

3

Class participation and exercises

Ongoing

40%

REFERENCING

Remember to provide an in-text citation when you refer to any of the following in your work: video games, books, articles/papers, web pages, movies, images. The first time you mention the title of a game, book, article, web page or image, include an in-text citation for it:

video game
"…with the advent of the game Tomb Raider (1996), gaming had its first sex symbol, Lara Croft…"

book
"… defining computer game genre is discussed in the book
Videogames (Newman 2004, p. 2-15)."

web page
"...in the article The New Games Journalism (Gillen 2004), this style of journalism was taken to task."

image (this goes underneath the image)
Figure 1: John Marston in Red Dead Redemption  (2010)

Remember to format the title of each work in italics.

At the end of your document you should have a References list in the following format:

References:

Gillen K 2004, The New Games Journalism, viewed 17 June, 2007: http://www.alwaysblack.com/blackbox/ngj.html

Newman J 2004, Videogames, Routledge, London and New York

Red Dead Redemption 2010, Rockstar Games, video game, New York (N.B. Rockstar Games is the publisher)

Tomb Raider 1996, Eidos Interactive, video game, Montreal