Skip to content

michaelpeterhoffmann/Anthropology-of-Videogames

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

26 Commits
 
 
 
 
 
 
 
 

Repository files navigation

Welcome to the "Anthropology of Videogames" repository! This is a collection of readings that I used when teaching the course at both undergraduate and master levels. An anthropological perspective on videogames implies to look at both the consumption and production of videogames. I encourage you to add your own readings to the list, or to make up your own reading list! I hope you find the reading list useful and have fun immersing yourself in this topic!

The Anthropology of Videogames

In summer 2021 I taught "The Anthropology of Videogames" at the MLU in Halle-Wittenberg. This was the reading list for the course! Feel free to update it and add readings!

General Readings to start getting into the topic:

  • Allen, R. 2017. America’s Digital Army: Games at Work and War. Lincoln, NE: University of Nebraska Press.
  • Boellstorff, T. 2008. Coming of age in Second Life: an anthropologist explores the virtually human. Princeton: Princeton University Press.
  • Bulut, Ergin. 2020. A Precarious Game: The Illusion of Dream Jobs in the Video Game Industry. Cornell University Press.

Selected videogames mentioned in the reading list:

  • America’s Army, Second Life, This War of Mine, Walden, a Game, World of Warcraft.

Week 1: Theoretical Debattes surrounding the notion of ‚Spiel’ (Game)

Key Readings

  • Huizinga, J. 1949. Homo ludens: a study of the play element in culture. London: Routledge & Kegan Paul. Read Chapter 1: „Nature and Significance of Play as a Cultural Phenomenon“. Pp.1-27
  • Caillois, Roger. 1958. Man, Play and Games. Chicago: University of Illinois Press. Chapter 1. “The Definition of Play”.

Question for debatte: What's Huizinga's or Caillois's understanding of the term 'Spiel' (game)?

Further Readings:

  • Appadurai, A. 1995. Playing with modernity: the decolonization of Indian cricket. In Consuming modernity: public culture in a South Asian world (ed.) C.A. Breckenridge, 23-48. Minneapolis: University of Minnesota Press.

  • Bateson, Gregory. 1972 [first published 1955]. “A Theory of Play and Fantasy”. In Steps to an Ecology of Mind, pp. 183-198. Also available in The Game Design Reader: A Rules of Play Anthrology (Eds. Zimmerman and Salen) 2006, pp. 314-328.

  • Carbone MB, Ruffino P, Massonet S. Introduction: The Other Caillois: The Many Masks of Game Studies. Games and Culture. 2017;12(4):303-320.

  • Gray, Peter. 2009. Play as a Foundation of Hunter Gatherer Social Existence. American Journal of Play. 476-522.

  • Hamayon, R. 2016. Why we play? An anthropological study. Hau Books, Chigaco.

  • Kristensen L, Wilhelmsson U. Roger Caillois and Marxism: A Game Studies Perspective. Games and Culture. 2017;12(4):381-400.

  • Lambrow A. 2020. The Seriousness of Play: Johan Huizinga and Carl Schmitt on Play and the Political. Games and Culture. November 2020.

  • Lewis Graham, Kerrie. et al. 2010. “Current Perspectives on the Biological Study of Play”. Quarterly Review of Biology 85:4.

  • Sicart, Miguel. 2014. Play Matters. MIT Press.

  • Sutton-Smith. 1997. The Ambiguities of Play. Harvard University Press.

  • Sharpe, Lynda. 2011. So You Think You Know Why Animals Play...Scientific American. Available at: https://blogs.scientificamerican.com/guest-blog/so-you-think-you-know-why-animals-play

Week 2: Social Anthropology and Videogames

Key Readings

  • Boellstorff, T. 2006. A ludicrous discipline? Ethnography and game studies. Games and Culture 1(1): 29-35.
  • Nardi, Bonnie A. 2010. My Life as a Night Elf Priest. An Anthropological Account of World of Warcraft. Michigan: University of Michigan Press. Chapter 2

Question for debatte: How have anthropologists found access to video games?

Further Readings:

  • Carlson R, Corliss J. Imagined Commodities: Video Game Localization and Mythologies of Cultural Difference. Games and Culture.

  • Chaplin, Heather & Ruby, Aaron Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution. Algonquin Books. New York.

  • Corliss J. Introduction: The Social Science Study of Video Games. Games and Culture. Entertainment Software Association. 2019. Essential Facts about the Computer and Video Game Industry: 2019, Sales, Demographic and Usage Data. Available at https://www.theesa.com/wp-content/uploads/2019/05/2019-Essential-Facts-About-the-Computer-and-Video-Game-Industry.pdf

  • Galloway, Alexander. 2006. Gaming: Essays on Algorithmic Culture. Minnesota: University of Minnesota Press. „Game Definitions“, Molleindustria, http://www.gamedefinitions.com/#

  • Koster, Raph: A Theory of Fun for Game Design

  • Lange PG. Learning Real-Life Lessons From Online Games. Games and Culture.

  • O’Donnell C. The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon. Games and Culture.

  • Salen, K. & Zimmermann, E. Rules of Play: Game Design Fundamentals. M.I.T. Press

  • „Video Game History Timeline“, National Museum of Play. https://www.museumofplay.org/about/icheg/video-game-history/timeline

  • Woodcock, Jamie-2019. Marx at the Arcade: Consoles, Controllers, and Class Struggle. Haymarket Books.

Week 3: Virtual Worlds

Key Readings

  • Boellstorff, T. 2008. Coming of age in Second Life: an anthropologist explores the virtually human. Princeton: Princeton University Press. Chapter 2. Pp.32-60
  • Malaby, T. 2009. Making virtual worlds: Linden Lab and Second Life. Ithaca: Cornell University Press. Kapitel 1: 17-46.

Question for debatte: What are virtual worlds?

Further Readings:

  • Bainbridge, William Sims. 2010. The Warcraft Civilization. Social Science in a Virtual World. M.I.T. M.I.T. University Press
  • Boellstorff, T., B. Nardi, C. Pearce, & T.L. Taylor 2012. Ethnography and virtual worlds: a handbook of method. Princeton: Princeton University Press.
  • Consalvo, Mia & Begy, Jason. 2015. Players and Their Pets: Gaming Communities from Beta to Sunset. Minnesota University Press.
  • Frömming, Udine. 2013. Virtual Environments and Cultures: A Collection of Social Anthropological Research in Virtual Cultures and Landscapes. Peter Lang, GmbH.
  • Golub. Alex. 2014. The Anthropology of Virtual Worlds: World of Warcraft. Reviews in Anthropology, 43:2
  • Guliani, Stefano. & Valla, Daniel. 2020. Virtual Existentialism: Meaning and Subjectivity in Virtual Worlds. Palgrave Macmillan. London.
  • Kendall, Lori. 2002. Hanging Out in the Virtual Pub: Masculinities and Relationships Online. University of California Press.
  • Pearce. Celia. 2009. Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds. M.I.T. Press. M.I.T.
  • Plesner, Ursula & Philipps, Louise. 2014. Researching Virtual Worlds: Methodologies for Studying Emergent Practices. Routledge Press. London
  • Snodgrass, Jeffrey, Lacy, Michael, Dengah II, Francois, Fagan Jesse 2011. Enhancing one life rather than living two: Playing MMOs with offline friends. Computers in human behavior pp. 1211-1222.

Week 4: Escapism, Violence and Addiction

Key Readings

  • Allen, R. 2017. America’s Digital Army: Games at Work and War. Lincoln, NE: University of Nebraska Press. Chapter 2.
  • Coulson Mark & Ferguson Christopher J. 2016. The Influence of Digital Games on Aggression and Violent Crime“ in Kowert, R. & Quandt., T. The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Video Games (English Edition). New York, Routledge. Chapter 4. Pp. 54-74.

Question for debatte: What physical, social and psychological effects do video games have on the player?

Further Readings:

  • Calleja, Gordon. 2010. Digital Games and Escapism. Games and Culture 5 (4), pp.335-353.
  • Castranova, Edward. 2007. Exodus To The Virtual World. St. Martin Press. New York.
  • McGonigal, Jane 2011. Reality is Broken: Why Games Make Us Better and How They Can Change the World. London: Jonathan Cape.
  • Pötzsch H. Selective Realism: Filtering Experiences of War and Violence in First- and Third-Person Shooters. Games and Culture.
  • Schroeder, Jens. 2011. ‚Killer Games‘ Versus ‚We Will Fund Violence’ – The Perception of Digital Games and Mass Media in Germany and Australia. Berlin: Peter Lang GmbH, Internationaler Verlag der Wissenschaften.
  • Schüll, N. 2012. Addiction by design: machine gambling in Las Vegas. Princeton University Press.

Week 5: War Simulation Games

Key Readings

  • Allen, R. 2017. America’s Digital Army: Games at Work and War. Lincoln, NE: University of Nebraska Press. Kapitel 5. Pp. 115-147.
  • Allen, R. 2017. America’s Digital Army: Games at Work and War. Lincoln, NE: University of Nebraska Press. Kapitel 6. Pp. 147-167.

Question for debatte: How is war portrayed in war simulation games?

Further Readings:

  • Allen R. The Unreal Enemy of America’s Army. Games and Culture. 2011;6(1):38-60.
  • Bogost, Ian 2007. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: M.I.T. University Press.
  • Crogan, Patrick. 2011. Gameplay Mode: War, Simulation, and Technoculture. University of Minnesota
  • Dunningham, James. 1992. The Complete Wargames Handbook: How to Play, Design, and Find Them. New York. Quill.
  • Dyer-Whiteford, Nick and de Peuter, Greig. 2009. Games of Empire. University of Minnesota: University of Minnesota Press.
  • Ferrara, John. 2017. Games for Persuasion: Argumentation, Procedurality, and the Lie of Gamification . Games and Culture
  • Fogg, B.J. 2003. Persuasive Technology: Using Computers to Change What We Think and Do (Interactive Technologies). San Fransisco, Morgan Kaufman.
  • Lenoir, Timothy. 2000. "All But War Is Simulation: The Military Entertainment Complex," Configurations, Vol 8 (2000), pp. 238-335.
  • Lenoir,. Timothy.2003. "Programming Theaters of War: Gamemakers as Soldiers," in Robert Latham, ed., Bombs and Bandwidth: The Emerging Relationship between IT and Security, New York: New Press, 2003, pp. 175-198.
  • Lenoir, Timothy. 2003. Fashioning the Military Entertainment Complex," Correspondence: An International Review of Culture and Society, Vol. 10, Winter/Spring, 2002-2003, pp. 14-16.
  • Whitehead, N. & Finnström, Sverker. 2013. Virtual War and Magical Death: Technologies and Imaginieries for Terror and Killing.
  • Wright, Evan. Generation Kill: Devil Dogs, Iceman, Captain America, and the New Face of American War. New York: Putnam.

Week 6: Morality Play

Key Readings

  • Ryan M, Formosa P, Tulloch R. Playing Around With Morality: Introducing the Special Issue on “Morality Play.” Games and Culture.
  • Smale S, Kors MJL, Sandovar AM. The Case of This War of Mine: A Production Studies Perspective on Moral Game Design. Games and Culture. 2019;14(4):387-409.

Question for debatte: What s 'moral game design'?

Further Readings:

  • Briggs, Jean. 1999. Inuit Morality Play. The Emotional Education of a Three-Year-Old. Yale University Press.
  • Butt M-AR, Dunne D. Rebel Girls and Consequence in Life Is Strange and The Walking Dead. Games and Culture. 2019;14(4):430-449.
  • Consalvo M, Staines D. Reading Ren’Py: Game Engine Affordances and Design Possibilities. Games and Culture. November 2020.
  • De Paoli, S. and Kerr, Aphra (2011) On Crimes and Punishments in Virtual Worlds: Bots, the failure of punishment and players as moral entrepreneurs. Ethics and Information Technology, 14. pp. 1-32.
  • Donald I. Just War? War Games, War Crimes, and Game Design. Games and Culture. 2019;14(4):367-386
  • Katsarov J, Christen M, Mauerhofer R, Schmocker D, Tanner C. Training Moral Sensitivity Through Video Games: A Review of Suitable Game Mechanisms. Games and Culture.
  • Laidlaw, J. 2002. For an anthropology of ethics and freedom. Journal of the Royal Anthropological Institute 8, 311-32.
  • Sicart, Miguel. 2009. The Ethics of Computer Games. M.I.T. Press.
  • Sicart, M. 2013. Beyond Choices: The Design of Ethical Gameplay. M.I.T University Press.
  • Schrier K. Designing Games for Moral Learning and Knowledge Building. Games and Culture.
  • Staines D, Formosa P, Ryan M. Morality Play: A Model for Developing Games of Moral Expertise. Games and Culture. 2019;14(4):410-429.
  • Werning, Stefan.2021. Making Games. The Politics and Poetics of Game Creation Tools. M.I.T. Press.

Week 7: E-Sports

Key Reading

  • Steinkühler, Constance. 2019. Esports Research: Critical, Empirical, and Historical Studies of Competitive Videogame Play. Games and Culture.
  • Brock, Tom. 2017. “Roger Caillois and e-sports: On the problems of treating play as work.” Games and Culture, 12 (4): 321-329.

Question for debatte: Is e-sports work?

Further Readings:

  • Crawford, Garry, and Victoria K. Gosling. 2009. “More Than a game: Sports-themed video games and player narratives.” Sociology of Sport Journal 26: 50–66.
  • Harper, Todd. 2014. The Culture of Digital Fighting Games: Performance and Practice. New York: Routledge.
  • Jonasson, Kalle and Jesper Thiborg. 2010. “Electronic sport and its impact on future sport.” Sport in Society 13 (2): 287–299.
  • McCrea, Christian. 2009. “Watching Starcraft, strategy and South Korea.” In Gaming Cultures and Place in Asia-Pacific, ed. Larissa Hjorth and Dean Chan, 179–193. New York: Routledge.
  • Moeller, Ryan M., Bruce Esplin, and Steven Conway. 2009. “Cheesers, pullers, and glitchers: The rhetoric of sportsmanship and the discourse of online sports gamers.” Game Studies, 9 (2).
  • Szablewicz, Marcella. 2011. “From addicts to athletes: Participation in the discursive construction of digital games in urban China.” In Selected Papers of Internet Research, IR 12.0 conference.
  • Szablewicz, Marcella. 2016. “A realm of mere representation? ‘Live’ e-sports spectacles and the crafting of China’s digital gaming image.” Games and Culture, 11(3): 256-274.
  • Taylor, T.L. 2012. Raising the stakes: e-sports and the professsionalization of computer gaming. Cambridge, MA: The MIT Press
  • Taylor. T.L. 2018. Watch Me Play: Twitch and the Rise of Game Live Streaming. Princeton University Studies. Princeton.
  • Witkowski, Emma. 2012. “On the Digital Playing Field: How We ‘Do Sport’ With Networked Computer Games.” Games and Culture, 7:349-374.

Week 8: Videogames and the Environment

Key Reading

  • Chang, Alenda. 2011. Games as Environmental Texts. Qui Parle 19 (2): 57–84.
  • Maxwell & Miller. "Warm and Stuffy": The Ecological Impact of Electronic Games. In Zackariasson, P. & Wilson L. (eds.) The Videogame Industry, Routledge Press.

Question for debatte: What s the Relationship between Games and the Environment?

Further Readings:

  • Abraham, B.J. & Jayemanne, D. 2017. Where are all the climate change games? Locating digital games response to climate change. Transformations.
  • Chang. Alenda. 2019. Playing Nature: Ecology in Video Games.
  • Chang, A. and Parham, John (2017) Green Computer and Video Games: An Introduction. Ecozon@: European Journal of Literature, Culture and Environment, 8 (2). pp. 1-17.
  • Fullerton, Tracy. 2020. A Year at Play in the Woods of Walden Pond. Art Journal.
  • Gabrys, Jennifer. Digital Rubbish. A Natural History of Electronics. University of Michigan Press.
  • Gordon, Lewis. 2020. The many ways video game development impacts the climate crisis. Available at: https://www.theverge.com/2020/5/5/21243285/video-games-climate-crisis-impact-xbox-playstation-developers
  • Isbister, Katherine. 2016. How Games Move Us. Emotion by Design. Cambridge MA, The M.I.T. Press.
  • Louv, Richard. 2008. Last Child in the Woods: Saving Our Children From Nature-Deficit Disorder. Algonquin Books, Chapel Hill.
  • Maxwell & Miller. 2012. Greening the Media. Macmillan.
  • Starosielski Nicole, Walker Janet. 2016. Sustainable Media: Critical Approaches to Media and Environment. Routledge University Press. UNEP. 2018. How video games are joining the fight to save the planet. Available at: https://www.unenvironment.org/news-and-stories/story/how-video-games-are-joining-fight-save-planet

Week 9: Work in the Videogames Industry

Key Reading

  • De Peuter, Greig & Young, Chris. 2019. Contested Formations of Digital Game Labor. Television & New Media. Pp. 747-755.
  • Ozimek, Anna. M. 2019. Outsourcing Digital Game Production: The Case of Polish Testers. Television & New Media. Pp. 824-835.

Question for debatte: How is work experienced in the game industry?

Further Readings:

  • Banks J, Potts J. Co-creating games: a co-evolutionary analysis. New Media & Society. 2010;12(2):253-270.
  • Dyer-Whiteford, Nick and de Peuter, Greig. 2009. Games of Empire. University of Minnesota: University of Minnesota Press.
  • Fuchs, Christian. 2014. Theorising and analysing digital labour: From global value chains to modes of production. The political economy of communication. Pp.3-27.
  • Johnson, M. R. and Woodcock, J. (2017) ‘It’s like the Gold Rush: The Lives and Careers of Professional Video Game Streamers on Twitch.tv’, Information, Communication and Society, 22(3): 336-351.
  • Ruberg, Bonnie. 2019. The Precarious Labor of Queer Indie Game-making: Who Benefits from Making Video Games “Better”? Television & New Media. Pp.778-788.
  • Ruffino, P. and Woodcock, J. (2020) 'Game Workers and the Empire: Unionisation in the UK Video Game Industry', Games and Culture: a journal of interactive media.
  • Woodcock, J. (2016) ‘The work of play: Marx and the video games industry in the United Kingdom’, Journal of Gaming and Virtual Worlds, 8(2): 131-143
  • Woodcook. James & Johnson, Marc. R. 2019. The Affective Labor and Performance of Live Streaming on Twitch.tv. Television & New Media. Pp. 813-823.
  • Woodcock, J. (2020) 'How to Beat the Boss: Game Workers Unite in the UK', Capital and Class, 44(4): 523-529
  • Zackariasson, P. & Wilson, T. 2012. The Videogame Industry. Formation, Present State and Future. Routledge Press.
  • Zhang, Lin & Fung, Anthony. 2013. Working as playing? Consumer labor, guild and the secondary industry of online gaming in China. New Media Society. 1-13.

Week 10: Globalisation and the Videogames Industry

Key Reading

  • Bulut, Ergin. 2020. A Precarious Game: The Illusion of Dream Jobs in the Video Game Industry. Cornell University Press. Introduction: FOR WHOM THE LOVE WORKS IN VIDEO GAME PRODUCTION? pp. 1-29)
  • Kerr, A. (2013). Space wars: The politics of games production in Europe. In N. B. Huntemann & B. Aslinger (Eds.), Gaming globally: Production, play and place (pp. 215–231). New York, NY: Palgrave Macmillan.

Question for debatte: How have global labor processes changed the video game industry?

Further Readings:

  • Badger, A. and Woodcock, J. (2019) 'Ethnographic Methods with Limited Access: Assessing Quality of Work in Hard to Reach Jobs', in D. Wheatley (ed) Handbook of research methods on the quality of working lives, 135-146. Cheltenham: Edward Elgar.
  • Braverman, H. 1999. Labor and Monopoly Capital: The Degradation of Work in the Twentieth Century. London: Monthly Review Press.
  • Hardt, M. and Negri, A. 2000. Empire. Cambridge: Harvard University Press.
  • Jaffe, S. Forthcoming, 2021. Work Won't Love You Back: How Devotion to Our Jobs Keeps Us Exploited, Exhausted, and Alone.
  • Keogh B. The Cultural Field of Video Game Production in Australia. Games and Culture. 2021;16(1):116-135.
  • Kerr, A. 2017. Global games: Production, circulation and policy in the networked era- New York. Routledge Press.
  • Kücklich, J. 2005. ‘Precarious playbour: Modders and the digital games industry’, Fibreculture Journal, 5:1
  • Nakamura, L. 2009. ‘Don’t Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft’, Critical Studies in Media Communication, 26(2): 128-44.
  • O'Donnell, Casey. 2014. Developer’s Dilemma. The Secret World of Videogame Creators. M.I.T. Press.
  • Thompson, P., Parker, R., and Cox, S. 2015. ‘Interrogating Creative Theory and Creative Work: Inside the Games Studio’, Sociology, 50(2): 316-332.
  • Zackariasson, Peter and Wilson, Timothy eds. (2012). The Video Game Industry: Formation, Present State, and Future. New York: Routledge.

Week 11: Indy Games

Key Reading

  • Sandqvist. U. The Development of the Swedish Game Industry: A True Success Story? In The Videogame Industry: Formation, Present State and Future. Routledge Press.
  • Juul, J. 2003. The game, the player, the world: looking for a heart of gameness. In Level Up: Digital Games Research Conference Proceedings (ed.) M. Copier & J. Raessens, 30-45. Utrecht: University Press.

Question for debatte: What is 'indie' about Indie Games?

Further Readings:

  • Jorgensen, K., Sandqvist, U., Sotamaa, O. 2015. From hobbyists to entrepreneurs: On the formation of the Nordic game industry. Convergence 23(5)
  • Juul, Jesper. 2019. Handmade Pixels. Independent Video Games and the Quest for Authenticity. M.I.T. Press.
  • Guevara Villalobos, O. 2014. Artisanal Local Networks: Game Work and Culture in Independent Game Production. In Handbook of Digital Games (pp.730-750).
  • Guevara, Villalobos. O. Playful peripheries: The consolidation of independent game production in Latin America. In  Independent Videogames: Cultures, Networks, Techniques And Politics (ed. Ruffino, P.) London: Routledge Press.
  • Harvey, A. & S. Fisher (2013.) “Making a Name in Games: Immaterial Labour, Indie Game Design, and Gendered Social Network Markets.” Information, Communication, and Society, 16(3), pp. 362-380.
  • Kerr, Aphra and Cawley, Anthony (2011) The spatialisation of the digital games industry: Lessons from Ireland. International Journal of Cultural Policy . pp. 1-21.
  • Ruffino, Paolo. 2019. Independent Videogames: Cultures, Networks, Techniques and Politics. Routledge Press.
  • Simon, Bart. 2013. Indie Eh? Some Kind of Game Studies. Indie Eh? The Journal of the Canadian Game Studies Association. Vol 7(11): 1-7
  • Srauj, Sam. 2019. Precarity and Why Indie Game Developers Can’t Save Us from Racism. Television & New Media. Pp. 802-812.

Week 12: The Global History of Videogames

Key Reading

  • Šisler, V., Švelch, J., & Šlerka, J. (2017). Video Games and the Asymmetry of Global Cultural Flows: The Game Industry and Game Culture in Iran and the Czech Republic. International Journal of Communication, 11(0), 3857–3879.
  • Saarikoski ,P. & Suominen, J. 2009. Computer Hobbyists and the Gaming Industry in Finland. IEEE Annals of the History of Computing. Pp.20-33.

Question for debatte: What is 'indie' about Indie Games?

Further Readings:

  • Chapman, Adam. 2016. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. New York. Routledge Press.
  • Guins, Rayford. 2014. Game After: A cultural Study of Video Game Afterlife. Cambridge MA: The MIT Press.
  • Lowood, Henry & Gains, Rayford. 2016. Debugging Game History. A Critical Lexicon. Cambridge MA, The M.I.T. Press.
  • Newman, James. 2008. Playing with Videogames. New York. Routledge Press.
  • Rollinger, Christian. Classical Antiquity in Video Games: Playing with the Ancient World
  • Švelch, J. (2013b). Say it with a computer game: Hobby computer culture and the non-entertainment uses of homebrew games in the 1980s Czechoslovakia. Game Studies, 13(2).
  • Swalwell, M., Ndalianis, A., Stuckey. H. 2017. Fans and Videogames: Histories, Fandom, Archives. New York. Routledge Press.
  • Svelch, Jaroslav. 2018. Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games. Cambridge MA: The MIT Press.
  • Švelch, J. (2013a). Indiana Jones fights the communist police: Local appropriation of the text adventure genre in the 1980s Czechoslovakia. In N. B. Huntemann & B. Aslinger (Eds.), Gaming globally: Production, play, and place (pp. 163–182). New York, NY: Palgrave Macmillan.
  • Wainwright, Martin. 2019. Virtual History. How Videogames Portray the Past. New York: Routledge Press.
  • Wolf, M. 2015. Videogames around the World. M.I.T. Press.

Week 12: The Global History of Videogames

Key Reading

  • Šisler, V., Švelch, J., & Šlerka, J. (2017). Video Games and the Asymmetry of Global Cultural Flows: The Game Industry and Game Culture in Iran and the Czech Republic. International Journal of Communication, 11(0), 3857–3879.
  • Saarikoski ,P. & Suominen, J. 2009. Computer Hobbyists and the Gaming Industry in Finland. IEEE Annals of the History of Computing. Pp.20-33.

Question for debatte: How have videogame industries developed at different sites across the globe?

Further Readings:

  • Chapman, Adam. 2016. Digital Games as History: How Videogames Represent the Past and Offer Access to Historical Practice. New York. Routledge Press.
  • Guins, Rayford. 2014. Game After: A cultural Study of Video Game Afterlife. Cambridge MA: The MIT Press.
  • Lowood, Henry & Gains, Rayford. 2016. Debugging Game History. A Critical Lexicon. Cambridge MA, The M.I.T. Press.
  • Newman, James. 2008. Playing with Videogames. New York. Routledge Press.
  • Rollinger, Christian. Classical Antiquity in Video Games: Playing with the Ancient World
  • Švelch, J. (2013b). Say it with a computer game: Hobby computer culture and the non-entertainment uses of homebrew games in the 1980s Czechoslovakia. Game Studies, 13(2).
  • Swalwell, M., Ndalianis, A., Stuckey. H. 2017. Fans and Videogames: Histories, Fandom, Archives. New York. Routledge Press.
  • Svelch, Jaroslav. 2018. Gaming the Iron Curtain: How Teenagers and Amateurs in Communist Czechoslovakia Claimed the Medium of Computer Games. Cambridge MA: The MIT Press.
  • Švelch, J. (2013a). Indiana Jones fights the communist police: Local appropriation of the text adventure genre in the 1980s Czechoslovakia. In N. B. Huntemann & B. Aslinger (Eds.), Gaming globally: Production, play, and place (pp. 163–182). New York, NY: Palgrave Macmillan.
  • Wainwright, Martin. 2019. Virtual History. How Videogames Portray the Past. New York: Routledge Press.
  • Wolf, M. 2015. Videogames around the World. M.I.T. Press.

Week 13: Game Design, Gamification & Macht

Key Reading

  • Schull, Natasha D. 2012. Addiction by Design: Machine Gambling in Las Vegas. Princeton.
  • O’Donnell, Casey. 2014. “Gamification, Bullshit, and the Rise of Algorithmic Surveillance.” Surveillance & Society 12: 3.

Question for debatte: What is gamification?

Further Readings:

  • Castronova, Edward. 2005. Synthetic Worlds. Chicago. Read Chapter 9, „Governance“.
  • Fizek, Sonia. „Gamification“ Critical Keywords for the Digital Humanities.
  • Fizek, Soniaa & Dippel, Anne. 2016. „Ludification of Work or Labourisation of Play? On Work/play interferences in the digital times“.
  • Golub, Alex and Kate Lingley. 2008. ““Just Like the Qing Empire”: Internet Addiction, MMOGs, and Moral Crisis in Contemporary China.” Games and Culture 3: 1.
  • Isbister, Katherine. 2016. How Games Move Us: Emotion by Design. MIT Press.
  • Stromberg, Peter. 2009. Caught in Play: How Entertainment Works on You. Stanford.
  • Thompson, Clive. 2019. Coders. The Making of a New Tribe and the Remaking of the World. Prenguin Books. New York.

About

Syllabus for "Anthropology of Videogames" course

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published