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  • 3.00 Credits

    Examines the process of making and sharing visual artifacts using a trans-cultural, trans-historical, constructionist approach. Explores the relationship between perceived reality and the narrative imagination, how an authori??s choice of medium and method constrains the work, how desire is integrated into the structure of a work, and how the cultural/economic opportunity for exhibition/distribution affects the realization of a work. Students submit three papers and three visual projects. Final projects are displayed and critiqued in an exhibition at the end of term. Instruction and practice in written and oral communication provided. Limited to 20. Prerequisite:    Prereq: 21L.011 or CMS.100
  • 3.00 Credits

    Explores the ways in which humans experience the realm of sound and how perceptions and technologies of sound emerge from cultural, economic, and historical worlds. Examines how environmental, linguistic, and musical sounds are construed cross-culturally. Describes the rise of telephony, architectural acoustics, and sound recording, and the globalized travel of these technologies. Addresses questions of ownership, property, authorship, and copyright in the age of digital file sharing. Particular focus on how the sound/noise boundary is imagined, created and modeled across diverse sociocultural and scientific contexts. Auditory examples--sound art, environmental recordings, music--will be provided and invited. Instruction and practice in written and oral communication provided. Limited to 20. Prerequisite:    Prereq: None
  • 3.00 Credits

    Explores how we learn from computer games and simulations, and delves into the process of building and testing interactive educational media. First, students investigate the design and use of games and simulations in the classroom (including commercial off-the-shelf games), as well as the research and development issues associated with desktop computer-based, mobile, and non-computer based media. Students then develop their own simulations and games, study what and how others learn from them (including field testing of products), and how games and simulations can be implemented in educational settings. All levels of computer experience welcome. Graduate students are expected to complete additional assignments. Prerequisite:    Prereq: None
  • 0.00 - 6.00 Credits

    Opportunity for individual research in comparative media studies. Registration subject to prior arrangement for subject matter and supervision by a faculty member. Prerequisite:    Prereq: Permission of instructor
  • 0.00 - 6.00 Credits

    Opportunity for individual research in comparative media studies. Registration subject to prior arrangement for subject matter and supervision by a faculty member. Prerequisite:    Prereq: Permission of instructor
  • 3.00 Credits

    Focuses on the theories and methods of researching digital game players. Draws on approaches from humanities, social science, and mass communication fields to inform and inspire student research. Examines the strengths, weaknesses, and appropriate use of different data collection methods. Emphasizes familiarity with research philosophy, rules and regulations for working with human subjects. Analyzes current research on digital games and their players to inform understanding of research in practice. Students theorize and develop a player-focused study, collect data, and produce a research paper analyzing their data over the course of the term. Students taking the graduate version complete additional assignments. Limited to 20. Prerequisite:    Prereq: CMS.300, CMS.608, or permission of instructor
  • 3.00 Credits

    Practical instruction in the design and analysis of non-digital games. Provides students the texts, tools, references, and historical context to analyze and compare game designs across a variety of genres. In teams, students design, develop, and thoroughly test their original games to better understand the interaction and evolution of game rules. Covers various genres and types of games, including sports, game shows, games of chance, card games, schoolyard games, board games, and role-playing games. Students taking the graduate version complete additional assignments. Limited to 20. Prerequisite:    Prereq: One subject in Comparative Media Studies or permission of instructor
  • 3.00 Credits

    Video games, digital art and literature, online texts, and source code are analyzed in the contexts of history, culture, and computing platforms. Approaches from poetics and computer science are used to understand the non-narrative digital uses of text. Students undertake critical writing and creative computer projects to encounter digital writing through practice. This involves reading and modifying computer programs; therefore previous programming experience, although not required, will be helpful. The graduate section includes additional assignments. Limited to 18. Prerequisite:    Prereq: None
  • 3.00 Credits

    Examines the interplay of art, science, law, and commerce in the production, marketing, distribution, and consumption of historic and contemporary videogames. Students create prototypes and develop marketing programs to illustrate the challenges of producing videogames in a professional context. Combines perspectives on media industries and systems with an examination of the creative process, development, and trends that shape content. Includes discussions with industry leaders in various areas. Students taking graduate version complete additional assignments. Prerequisite:    Prereq: Two CMS subjects or permission of instructor
  • 3.00 Credits

    Introduces students to the complexities of working in small, multidisciplinary teams to develop video games. Covers creative design and production methods, stressing design iteration and regular testing across all aspects of game development (design, visual arts, music, fiction, and programming). Assumes a familiarity with current video games, and the ability to discuss games critically. Previous experience in audio design, visual arts, or project management recommended. Limited to 24. Prerequisite:    Prereq: CMS.608 or 6.01
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