Course Description
Introduces students to videogame and esports studies. Students examine the three components of the field (videogame studies, videogame production/design, and esports) and learn how to examine each critically. No background in gaming is required and access to special technology is not necessary.
Syllabus
Student Learning Outcomes, Goals, Objectives:
Students successfully completing this course will be able to:
- Recognize and articulate the visual, verbal, audio, and procedural conventions through which images, words, and sounds make meaning in gaming and esports
- Demonstrate an understanding of the professional, technical, and formal choices that realize or challenge existing practices in video gaming and esports
- Identify gaps in representation and contrast how various games have addressed social issues
- Critically analyze claims, arguments, artifacts or information (MAC CRITICAL THINKING AND INQUIRY IN THE HUMANITIES AND FINE ARTS)
- Construct coherent, evidence-based arguments (CRITICAL THINKING AND INQUIRY IN THE HUMANITIES AND FINE ARTS)
Course Grading Information:
| Activity/Performance Measure | Percentage/Points |
|---|---|
| Unit Reflections | 30% |
| Unit Projects | 30% |
| Final Project | 12.5% |
| Class Discussions/Participation | 27.5% |
Grading Scale
| Percentage | Letter Grade |
|---|---|
| 90% and above | A |
| 80-89% | B |
| 70-79% | C |
| 60-69% | D |
| 59% and below | F |
Attendance/Participation:
Regular attendance is expected and contributes to your success in this course. Students are responsible for all material covered in class, whether present or absent. If you miss a class, it is your responsibility to obtain notes, complete any missed work, and stay current with course requirements.
Course Materials Purchased by the Students:
No course materials are required.
Scholarly Perspectives
This course engages diverse scholarly perspectives to develop critical thinking, analysis, and debate and inclusion of a reading does not imply endorsement.