Intendierte Lernergebnisse
Computer games form an area of intersection between technology, economy, culture and society. They are not only constantly evolving at a technical level, but also in terms of content. Their narratives and interactive storytelling, their approach to concepts of identity, gender, self-perception and representation are constantly evolving. This is reflected in both the way games are played (and by whom), but also in the way they are developed and programmed.In this course, we will have a closer look at various games that deal with identity, gender and representation in different ways, including “The Last of Us II”, “Stray”, “Detroit: Become Human”, “2064: Read Only Memories”, but also games like “Call of Duty”, “Mass Effects” and “Tomb Raider”. They all allow for different perspectives on how identity is handled in games and how this is also reflected at the production level and engineering (e.g. (male) gaze, role models, artificial intelligence, etc.).By the end of the semester, you will be able to conduct independent academic research on a specific, videogame related topic. You will be able to identify artworks as belonging to identity and gender representation, critically understand the importance of their main features. You will be knowledgeable about the necessities and challenges of heeding this in practical and academic work.
Lehrmethodik
Synchronous online class meetings and block sessions that may take place off campus.
Inhalt/e
The seminar gives students an overview of core works discussing identity and gender and its representation in game studies.
Literatur
The seminar draws from various artistic and intellectual sources. Most of the texts, mainly in the shape of theoretical secondary reading, are provided on Moodle.Students are expected to buy or otherwise familiarise themselves with the primary works and computer games relevant to their assignments.