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CCTP-628-01 Arcade Theory
Fall for 2013-2014
Faculty:
http://www.arcadetheory.org/
During the first few weeks of 2010, the World Bank launched a Net-based alternative reality game (ARG) dedicated to crowdsourcing novel approaches to global problems; the South Korean Supreme Court effectively decriminalized the flow of currencies between real and virtual worlds; Zynga's Farmville, a popular "casual game," boasted the participation of over 1% of the world's population; and the GDP of Azeroth, a virtual state in the game World of Warcraft, eclipsed that of Hungary. Conventionally, games have always been relegated to special places, sites separate and apart from the everyday world: The casino, the gridiron, the playground, the court, the arena, the diamond, the arcade. But the advent of digital games in a networked environment is quickly eroding the previously sacred boundary between games and the real. Students are learning from historical simulations; the military is recruiting via first person shooters; politicians are campaigning in virtual worlds; newspapers are publishing games as online op-eds. Videogames and digital simulations represent rich sites for interdisciplinary interrogation. In this course, we will consider these technologies from a number of positions. Topics include: * Procedural rhetoric and the polis; * Cognition and simulation; * Games and embodied learning; * Simulated science; * The phenomenology of gaming and the persistence of the body; * Virtual-world governance * Hacking, modding, and digital play * Ubiquitous games and ubiquitous computing * The end of the interface Credits: 3
Prerequisites: None
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