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Бакалавриат 2021/2022

Онлайн-игры: литература, новые носители информации и сюжетно-тематическая картина

Статус: Курс по выбору (Медиакоммуникации)
Направление: 42.03.05. Медиакоммуникации
Когда читается: 3-й курс, 3 модуль
Формат изучения: с онлайн-курсом
Охват аудитории: для своего кампуса
Язык: английский
Кредиты: 3

Course Syllabus

Abstract

Intended for both newcomers who are curious about video games and experienced gamers who want to reflect on their passion, this course will explore what happens to stories, paintings, and films when they become the basis of massively multiplayer online games. The Lord of the Rings trilogy—the novels, films, and video game—are our central example of how “remediation” transforms familiar stories as they move across media. The course is designed as a university-level English literature class—a multi-genre, multimedia tour of how literature, film, and games engage in the basic human activity of storytelling. Our journey will enable us to learn something about narrative theory, introduce us to some key topics in media studies and cover some of the history and theory of video games. It will also take us to some landmarks of romance literature, the neverending story that lies behind most fantasy games: J.R.R. Tolkien’s The Fellowship of the Ring, a bit of Edmund Spenser’s Faerie Queene, and poems by Keats, Tennyson, Browning, and others. Drawing on centuries of romance narrative conventions, the twenty-first century gaming industry has become a creative and economic powerhouse. It engages the talents of some of our brightest writers, artists, composers, computer engineers, game theorists, video producers, and marketing professionals, and in 2012, it generated an estimated $64 billion in revenue. Anyone interested in today’s culture needs to be conversant with the ways this new medium is altering our understanding of stories. Join me as we set out on an intellectual adventure, the quest to discover the cultural heritage of online games.
Learning Objectives

Learning Objectives

  • Explore what happens to stories, paintings, and films when they become the basis of massively multiplayer online games.
Expected Learning Outcomes

Expected Learning Outcomes

  • Knows about narrative theory
  • Knows some key topics in media studies
  • Knows the history and theory of video games
Course Contents

Course Contents

  • Game on! The History and Theory of MMOs
  • LOTRO and Tolkien
  • Romance and Realism
  • Space and Time in Three Media
  • Pwning Spenser’s Faerie Queene
  • The Holy Grail: A Good End Game
Assessment Elements

Assessment Elements

  • non-blocking Week 1
    Assignments and criteria are published on the course page on the Coursera platform.
  • non-blocking Week 2
    Assignments and criteria are published on the course page on the Coursera platform.
  • non-blocking Week 3
    Assignments and criteria are published on the course page on the Coursera platform.
  • non-blocking Week 4
    Assignments and criteria are published on the course page on the Coursera platform.
  • non-blocking Week 5
    Assignments and criteria are published on the course page on the Coursera platform.
  • non-blocking Week 6
    Assignments and criteria are published on the course page on the Coursera platform.
Interim Assessment

Interim Assessment

  • 2021/2022 3rd module
    0.15 * Week 1 + 0.17 * Week 2 + 0.17 * Week 3 + 0.17 * Week 4 + 0.17 * Week 5 + 0.17 * Week 6
Bibliography

Bibliography

Recommended Core Bibliography

  • Barbaros Bostan. (2021). Games and Narrative: Theory and Practice (Vol. 1st ed. 2022). Springer.

Recommended Additional Bibliography

  • Toh Weimin. (2014). An Analysis of Open World PvP in LOTRO’s PvMP as a Case Study for PvP Games. Press Start, 1(1), 37–58.