76-238 Electronic Media Seminar – Videogames and their Influence
W 6:30 - 9:30 BH 355
Instructor: Gregory Cato
Home Phone: 802-7756
Aristotle (1997). Poetics – Dover Thrift Edition. Dover Pub. Inc.
Biocca, Frank, Mark R. Levy (1994). Communication in the Age of Virtual Reality. Lawrence Erlbaum Assoc. (Out of Print)
Campbell, Colin (1987). The Romantic Ethic and the Spirit of Modern Consumerism. B. Blackwell. (Out of Print)
Cassell, Justine (Ed.), Henry Jenkins (Ed.) (1998). From Barbie to Mortal Kombat : Gender and Computer Games. MIT Press.
Cherney, Lynn (Ed.), Elizabeth Reba Weise (Ed.) (1996). Wired Women : Gender and New Realities in Cyberspace. Seal Press.
Corrigan, Timothy. (1998). A Short Guide to Writing about Film. Longman.
Croteau, D. (1997). Media/Society: industries, images, and audiences. Pine Forge Press.
Deibert, Ronald J. (1997). Parchment, Printing, and Hypermedia: Communication in World Order Transformation. Columbia University Press.
Herz, J.C. (1997). Joystick Nation: How videogames ate our quarters, won our hearts, and rewired our minds. Little, Brown.
Laurel, Brenda (1993). Computers as Theatre. Addison-Wesley Pub. Co.
Morse, Margaret (1998). Virtualities: Television, Media Art, and Cyberculture. Indiana University Press.
Biocca, F. (1992). Communication within virtual reality: Creating a space for research. Journal of Communication, 42(4). 5-97.
Brown, N. L., Brown, S. L., Brown, R. M., Hall, L. R., Holtzer, R. (1997). Gender and video game performance. Sex Roles, 36, Nos. 11/12, 793-813.
Bush, G. W. (1991). Like "a Drop of Water in the Stream of Life": Moving Images of Mass Man from Griffith to Vidor. Journal of American Studies, 25, No. 2, 213-234.
Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior. Sex Roles, 38, Nos. 5/6, 425-442.
Funk, J. B., Buchman, D. D. (1996). Children’s perceptions of gender differences in social approval for playing electronic games. Sex Roles, 35, Nos. 3/4, 219-231.
Funk, J. B., Buchman, D. D. (1996). Playing violent video and computer games and adolescent self-concept. Journal of Communication, 46(2), 19-32.
Funk, J.B., Buchman, D. D., Flores, G., Germann, J. N. (1999). Rating Electronic Games: Violence is in the Eye of the Beholder. Sex Roles, 30, No. 3, March, 283-312.
Gailey, C. W. (1993). Mediated messages: Gender, class, and cosmos in home video games. Journal of Popular Culture, 27, 81-97.
Gaines, J. (?). Fabricating the female body.
Griffiths, M. (1997). Computer game playing in early adolescence. Youth & Society. 29, No. 2, Dec., 223-237.
Jacobson, D. (1996). Contexts and cues in cyberspace. Journal of Anthropological Research. 52, 461-479.
Katz, P. A., Ksansnak K. R. (1994). Developmental aspects of gender role flexibility and traditionality in middle childhood and adolescence. Developmental Psychology, 30, No. 2, 272-282.
Messaris, P. (1998). Visual Aspects of Media Literacy. Journal of Communication. Winter.
Meyrowitz, J. (1997). Multiple media literacies. Journal of Communication. Winter.
Miles, D. (1996). The CD-ROM novel Myst and McLuhan’s fourth law of media: Myst and its "Retrievals." Journal of Communication, 46(2), 4-32.
Panelas, T. (1983). Adolescents and video games. Youth & Society. 15, No. 1, Sept., 51-65.
Parks, M. R. (1996). Making friends in cyberspace. Journal of Communication, 46(1), 80-97.
Parks, M. R., Roberts, L. D. (1998). ‘Making MOOsic’. Jornal of Social and Personal Relationships. 15(4), 517-537.
Pettegrew, J. (1992). A Post-Modernist Moment: 1980’s Commercial Culture and the Founding of MTv. Journal of American Culture. 15(4), Winter, 57-66.
Ryan, E. B., Anas, A. P., Hummert, M. L., Laver-Ingram, A. (1998). Young and older adult’s views of telephone talk. Journal of Applied Communication Research. 26, 83-98.
Schwartz, H. (1998). Inter.Act.Exeunt: Are computer games interactive? The Communication Review. 2(4), 523-531.
Scodari, C. (1993). Operation Desert Storm as "Wargames": Sport, War, and Media Intertextuality. Journal of American Culture, 16(1), Spring, 1-6.
Vered, K. O. (1998). Blue group boys play Incredible Machine, girls play hopscotch: Social discourse and gendered play at the computer. Digital Diversion: Youth culture in the age of multimedia.
Weisband, S. Kiesler, S. (1996). Self disclosure on computer forms. Internet.
Ardai, C. (1997). A woman’s place: From Donkey Kong to Tomb Raider, how women’s roles have (and haven’t) changed. Computer Gaming World, Nov, 381.
Ardai, C. (1997). Hollywood hooey: Why games should not try to be movies. Computer Gaming World, Oct, 304.
Ardai, C. (1997). The death of science fiction: When bad things happen to good sci-fi games. Computer Gaming World, Aug, 219-222.
Brown, B. (1998). That’s me in the middle. New Scientist, Sept. 26th, 30-31.
Bruckman, A., et al. (1994). Approaches to managing deviant behavior in virtual communities. Proceedings of CHI. April 24-27th.
Bruckman, A. (1996). Finding one’s own in cyberspace. Internet.
Cirulis, M. (1997) What’s the deal with … killing reality?. Computer Gaming World, Sept, 298.
Cirulis, M. (1997). What’s the deal with … psycho geeks?. Computer Gaming World, May, 250.
Demaris, D., J. Lebkowsky, P. X. Nathan (1995). Allucquere Rosanne Stone interview for Mondo 2000. Mondo 2000.
Duncan, T. (1999). More than plastic. Artbyte, Feb-March.
Furger, R. (1998). Does shoot-‘em-up software lead to aggressive behavior?. CNN Interactive. Nov. 2nd.
Grierson, B. (1999). Headrush. Adbusters. Spring, 25.
Hamilton, R. (1997). Virtual idols and digital girls. Bad Subjects. No. 35, Nov.
Hoffman, C., Hurst, E. (1997). Action figures have sex on our computers. Bad Subjects. No. 35, Nov.
Jenkins, D. (1998). Interview with Toby Gard from Confounding Factor. Gamasutra. Oct. 23rd.
Jenkins, H. (1997). Videogames are good for you!. Next Generation, May, 8-13,161-162.
Locutus (1996). Identity, paranoia, technology. Internet.
Moriarty, B. (1998). What have we learned about online gaming?. Next Generation, March, 10-14.
Next Generation Staff (1998). 20,000 Leagues: The Adventure Continues: Next Generation Alphas. Next Generation, Feb, 96-97.
Rosenthal, S. (1993). Interview with Brenda Laurel. Mondo 2000.
Smith, J. (1997). The most popular woman in the world!. Next Generation, Dec, 8-13.
Sperry, B., D. Perry, P. Molyneux, J. Smith, D. Jones, D. Barben (1998). A Meeting of the Minds. Next Generation, Feb, 55-61.
Wilson, J. (1997). Dr. Jekyll and Mr. Byte. Computer Gaming World, Nov, 27.
The Last Express
Ultima 4: Quest of the Avatar
Ultima 6: The False Prophet
Ultima 7 Part 2: The Serpent Isle
Ultima 9 Interviews
Final Fantasy 7
Super Mario Bros.
Legend of Zelda
Metal Gear Solid
The Battleship Potempkin
Wallace and Gromit: The Wrong Trowsers (Short)
The Nightmare Before Christmas
Star Trek: First Contact
Course Web Page
Web Pages - Informational
Next Generation Online
Web Pages – Resources
The Adrenaline Vault
25% Class participation
25% Reading responses
30% Film/game critiques
20% Final project
Potential Lecturers - Academics, the Industry, and the Press
J.C. Herz (A)
Jeanne Funk (A)
Brenda Laurel (A/I)
Frederick Raynal (I)
Adeline; Twinsen’s Odyssey, Relentless, Alone in the Dark series
Jordan Mechner (I)
Smoking Car Productions; Last Express, Prince of Persia series
Richard Garriott (I)
Origin Systems; Ultima series
Peter Molyneux (I)
Bullfrog, LionHead; Populous, Dungeon Keeper, Theme Park, Theme Hospital
Brian Moriarty (I)
Neil West (P)
Johnny Wilson (P)
Computer Gaming World
Week 1 Introductions / Definitions / History
Readings: Joystick Nation – Up to chapter 9
Handout – The Vision of Virtual Reality
Handout – A Short Guide to Writing about Film
Week 2 Introduction to Media Analysis
Viewing: The Battleship Potempkin
Readings: Joystick Nation – Finish
Computers as Theatre – Forward, Chapter 1
Handout – Dramatic Structure
Handout – Notes on Plot, Character, Conflict, Acting
Handout – Are Games Interactive?
Week 3 Introduction to Dramatic Structure
Lecture: Don Marinelli, Prof. of Drama, Co-Director of ETC.
Readings: Computers as Theatre – Chapters 2,3
Handout – The CD-ROM novel Myst and McLuhan’s fourth law of media
Assignment: Paper on a commercial. Due Feb. 5th 5pm under my office door, BH 145E.
Week 4 Media Analysis of Videogames
Viewing: Gauntlet, Super Bomberman, Chronotrigger
Readings: Computers as Theatre – Chapters 4, 7
Handout – Communication within virtual reality
Handout – Mondo 2000 interview with Brenda Laurel
Week 5 Introduction to Communication / Dramatic Structure Discussion
Readings: Handout – young and older adult's views of telephone talk (gone over in class)
Handout – what have we learned about online gaming?
Handout – approaches to managing deviant behavior in virtual communities Handout – making friends in cyberspace
Handout – multiple media literacies
Handout – visual aspects of media literacy
Handout – making MOOsic (should be read after "making friends in cyberspace")
Handout – finding one's own in cyberspace
Handout – contexts and cues in cyberspace
Week 6 Games as Academically Viable / Cybersociety and Multiplayer Games
Readings: Wired Women –
A thousand aunts with modems by Elizable Weise
Come in CQ by Ellen Ullman
Closure was never a goal in this piece by Judy Malloy and Cathy Marshall
We are geeks and we are not guys by L. Jean Camp
The price of admission by Stephanie Brail
Sex, Fear and Condescension on Campus by Donna M. Riley
"So Please Stop, Thank you" by Michele Evard
Coming apart at the seams by Shannon McRae
Asssignment: Game Paper I: Due 1st weekend in March .
Week 7 The Realities of a Diverse Online Environment / Introduction to Gender
Readings: From Barbie to Mortal Kombat -
Chapters 5,6 (you can skim the trivial bits)
Week 8 Women as Gamers
Viewing: Barbie Fashion Designer
Readings: From Barbie to Mortal Kombat – Chapters 11,14
Handout - Children's Perceptions of Gender Differences
Handout - Mediated Messages
Handout - Fabricating the Female Body (important)
Week 9 The object of my attention: An examination of representation in videogames
Viewing: The Last Express
Readings: From Barbie to Mortal Kombat - Chapters 12,13
Handout - The kids are allright
Handout - Virtual idols and digital girls
Handout - Interview with toby gard
Handout - Action figures have sex on our computers
Handout - An examination of violence and gender role portrayals
Handout - Developmental aspects of gender role flexibility and traditionality
Handout – Playing violent video and computer games
Assignment: Game Paper II: Due Friday, April 9th
Week 10 Sex, violence, and all that other fun stuff
Readings: Virtualities - Part One (chapters 1,2) (important)
Handout - Adolescents and video games
Handout - Computer game playing in early adolescence
Handout - Self disclosure on computer forms
Week 11 Won’t somebody please think of the children?
Viewing: Zelda: Ocarina of Time
Readings: Virtualities - Chapter 1 (re-read)
Handout - Allucquere Rosanne Stone interview for Mondo 2000
Handout - Identity, Paranoia, Technology
Handout - That's me in the middle
Week 12 Who is the I in me?
Viewing: Half-Life, Ultima 4
Readings: Virtualities – Part Two (chapters 3,4,5)
Handout – The romantic ethic and the spirit of modern consumerism
Assignment: Final Project: Due Friday, May 7th
Week 13 Societal Structure - Cause or Effect / Art’s place in the cyberworld
Viewing: Alpha Centauri
Readings: Parchment, Printing, and Hypermedia –
Introduction, Chapter 1, Part 2 (Chapters 5-8)
Week 14 The medium as the agent of change
Readings: Handout – A Post-Modernist Moment
Handout – Operation Desert Storm as "Wargames"
Handout – Rating Electronic Games
Handout – Headrush
Assignment: Come up with one question you’d like the group to answer next week
Week 15 Wrap - Up