Teaching Video Games (Teaching Film and Media Studies)
In the past 40 years, videogames have become one of the most economically, socially and culturally significant form of popular media. As any player knows, videogames are rich, diverse experiences characterised by interactivity and immersiveness. However, they are often discussed only in terms of their potentially harmful effects. Teaching Videogames challenges common prejudices and outlines recent developments in the study of videogames. The guide considers methods for analysing the structures, asthetics, forms and modes of engagement, and issues of audience, creativity and sociality.
* Introduction: assessment contexts and schemes of work
* Ways to approach the study of video games
* Forms and conventions
* Analysing video games
* Case studies: Viewtiful Joe; GTA San Andreas; Halo 2; Buffy: Chaos Bleeds