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Course Criteria
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3.00 Credits
Explores the convergence of fiction, dramatic writing and game design in writing for videogames. Addresses the problematic relationship between storytelling and games, from both an analytical and practical standpoint. Discusses theory and analysis of pre-existing games. Assignments provide students the opportunity to tackle specific writing problems in a creative way. Basic programming knowledge and previous coursework in game design, videogame theory, interactive narrative or play writing is useful but not required. Graduate students complete additional assignments. Limited to 15.
Prerequisite:
Prereq: None
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3.00 Credits
Explores how social media is changing our understanding of writing, multimedia, and authorship. Through individual assignments and collaborative work, students contribute to an overarching writing project developed in a networked software environment. Original and re-mixed journalism, memoir, opinion, fiction, poetry, graphics, photos and video are all possible contributions. Assigned readings include exemplary selections from existing public social media projects, as well as scholarly work and analysis by noted media critics. Limited to 18.
Prerequisite:
Prereq: None
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3.00 Credits
Focuses on various aspects of identity, including gender, race, class, sexuality, ability and age, as they are expressed in and through internet-related technologies. Theories and readings focus on the cultural, social, economic and political aspects of Internet use and design. The Internet is defined broadly to include networked capability in computers, mobile devices, entertainment technologies, and emerging media forms. Covers foundational as well as more recent readings. Students taking the graduate version complete additional assignments.
Prerequisite:
Prereq: None
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3.00 Credits
Examines social, cultural, economic and political aspects of digital games across all platforms. Topics reflect a particular social or cultural theme and include the culture of gameplay, gaming communities, the politics and economics of production processes, persistence in virtual worlds, the ethics of games, and identity as it relates to gameplay. Discussions cover classic gameplay theories as well as more contemporary readings. Students taking graduate version complete additional assignments.
Prerequisite:
Prereq: None
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3.00 Credits
Examines media audiences - specifically, fans - and the subcultures that evolve around them. Examines the different historical, contemporary and transnational understandings of fans. Explores products of fan culture, i.e., clubs, fiction, ?vids,? activism, etc. Readings place these products within the context of various disciplines. Students consider the concept of the ?aca-fan? and reflect on their own "fannish" practices. Requires several short papers. Students taking graduate version complete additional assignments. Limited to 20.
Prerequisite:
Prereq: None
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3.00 Credits
Cultivates understanding and develops computational identity systems for games, social media, virtual worlds, and computer-based artwork. Includes topics such as developing improved characters, avatars, agents, social networking profiles, and online accounts. An interdisciplinary set of readings (cognitive science, computer science, art, and sociology) looks at both underlying technology and social/cultural aspects of identity. Explores issues such as how social categories are formed in digital media, including gender, class, and ethnicity, along with everyday social categories, such as fan or friend. Engages students in on-going research projects. Students taking graduate version complete additional assignments.
Prerequisite:
Prereq: None
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3.00 Credits
Explores methods of visualizing complex systems using a range of simple visual metaphors. Provides an appreciation of the importance of whole systems thinking, in contrast to silo-based, single component thinking. Presents powerful visualization methodologies to conceive and draw complex systems, be they financial, media, economic, biological, political, etc. Focuses on creating visualizations that go beyond conveying information to invoke an emotional response, integrating cultural and historical variables. Techniques include animations developed from hand-drawn illustrations, data-flow diagrams, and computer-designed visual stories. No previous drawing experience required. Work centers on readings, visualization exercises, and a final project. Visualizations can be done in any preferred medium. Students taking graduate version complete additional assignments.
Prerequisite:
Prereq: None
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0.00 - 6.00 Credits
Seminar or lecture on a topic that is not covered in the regular curriculum.
Prerequisite:
Prereq: Permission of instructor
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0.00 - 6.00 Credits
Seminar or lecture on a topic that is not covered in the regular curriculum.
Prerequisite:
Prereq: Permission of instructor
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0.00 - 6.00 Credits
Seminar or lecture on a topic that is not covered in the regular curriculum.
Prerequisite:
Prereq: Permission of instructor
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