Thaius said:
First of all, your name is based on Star Wars, which makes you awesome. Just sayin'.
Anyway, I've had to explain this a few times in this thread. In the American academic community, "literature" has started expanding its meaning as our culture expands its storytelling art mediums. The class is called "Video Games as Literature" because courses regarding film are often called "Film as Literature." Point being, in this case and the case of many other things, "literature" simply means it is a storytelling art, and to study a given medium "as literature" is to study it from an artistic and narrative standpoint.
Ha! I don't even really like
Star Wars that much. It was just a nickname I acquired, that stuck with me most of my adult life. Thanks for the compliment though.
I did catch that part of another reply, and I guess I should have said that. I'm aware that many media are read as "texts" now, but I guess I am questioning if that is wise or not, since most don't operate in the same way. I'm not saying that reading certain media forms through the lens of others cannot be done (often it makes for interesting thought exercises) but just question the validity of it.
Anyway, I am a Comm MA student, so I guess my concerns are geared towards that discipline, rather than English Lit (though I did double major in English and Comm as an undergrad, whut up). Food for thought anyway, and I respect that your focus is more in line with the narrative aspects.
Thaius said:
I'm actually considering making Sands of Time a required game to start off the class. This is mainly because it tells a great story while developing one of the better romances in gaming almost entirely during and through gameplay. The story is also very easily compared to traditional stories with a three-act structure, so it should make for a good introduction to interactive narrative.
Indeed. It seems like a strong way to start.
The game also manages to avoid stereotyping women, something a lot of modern games seem unable of avoiding, but that is getting better too.
Thaius said:
Actually, that is not what I said. Rather, I do not want to be limited to only older games. I completely intend on encouraging the students to not limit themselves to newer games, as I see immense value in looking at the history of the medium. Heck, some of my favorite games are from the Super Nintendo era. I just didn't want to limit the course to only older PC games.
That is my bad then.
Thaius said:
As a senior at my university, I am required to take a class called Senior Seminar, which is specialized for each major and focuses on preparing us for life after college. This is just a BA, so I don't need anything too intense, just a final project. I'm majoring in English with a writing emphasis (closest I could get to studying storytelling so I could apply that knowledge to video games), and for our final project we were encouraged to pitch the professor a project that 1) utilizes what we have learned from our education, and 2) relates to our specific interests and goals. Wanting to go into the writing/design, journalism/critique, or education of video games, I pitched this to my professor and he is actually very excited to see it.
As for why I'm here, it is a project, not an actual course. While I may implement it at some point, for now I simply need to design it. I am already trying to play as many games as I can that will help me further understand and develop my ideas regarding video games as a narrative art medium (it's kind of my study and what I hope to put my life toward). If I ever get to actually teach this class, I will make a specific effort to play as many of these games as I can so I can add them to the curriculum as I see fit. As for now, I just need to be able to list them, but I want to play them anyway, and trust me, if I ever am lucky enough to teach this class, I will do my research. It would be too amazing of an opportunity for me to do a half-assed job.
We have similar projects here, but most of them are optional. Even MA programs are starting to offer a course only option, as less and less people are attracted to writing a Thesis or a Masters Research Paper when you can learn about a broader range of subject by taking classes. Each option has its own advantages.
But yeah, it sounds fascinating. I too am interested in this sort of stuff and have studied video games a bit (mostly from the political economy/game production/virtual labour side of things) and Game Studies is a really interesting subset of Comm. It has established itself as a legitimate academic focus, but isn't quite centralized yet, so there is a lot going on and people are looking at video games from so many different angles, which is fantastic. At one point, I was interested in looking at video games from a more English Lit POV, but my interests changed a lot over the years, I found.
As it stands, I'm not aware of any classes that discuss just digital games in the Comm field in this country, but I've been out of the Game Studies loop for a bit now. It's only a matter of time though.
Thaius said:
Way I see it, though there have been some books written on the topic, the real experts on this topic are designers and journalists who have been talking about games for some time. People like the crew of Extra Credits, the Game Overthinker, even Yahtzee; our generation is the one developing these artistic theories, the generation that spreads its ideas by way of the internet rather than publishing books. Things like this will be the "required reading." For that matter, in most literature classes the only textbook you have is the material itself; an anthology of short stories from the culture of study, perhaps a novel that will be read partway through the semester. The cost of buying and/or renting the games is in place of the cost of a textbook, and additional reading/viewing material will be supplied by me as the instructor.
Thanks for taking interest and bringing up questions and such; thoughts like yours are just what I need to develop this further.
Most of my English classes had a decent mix of both. A bit of theory, some short stories and a few novels scattered throughout. It seems to work.
Books and articles about games are accumulating, but it will take some time for a large body of research to establish itself. For a long time, the concerns were about youth crime and arcades and the usual media effects bullshit, but that has shifted significantly as games have gotten more advanced and as people have realized that they aren't going away. Academia sometimes needs time to catch up. Unfortunately, I don't have much by way of suggestion since most of my focus has been on game production and immaterial labour (which has a solid base) and less on game content. Still, you might have an opportunity to create a niche for yourself, since the field is so young.
Interestingly, my current university has just begun accumulating new video games that people can borrow (even though our library is rather abysmal in many other respects). I might have to take advantage of that this summer. Too bad the same isn't offered there, but I also think that is only a matter of time too.
Game Studies seems to be relatively big here in Canada, as far as I can tell, but like I said, things are still getting established. The "Canadian Game Studies Association" was only founded in something like 2006 and was an offshoot of the Education program at York, in Toronto and is the first of its kind in this country, as far as I can tell.
But yeah man, best of luck. If you have any questions, drop me a PM or something.