Page 63 - SYU Prospectus
P. 63

General Education

          games—from the notions of games and play, to the economic aspects of the industry and the
          effects of digital gaming on mind and body. We will  then consider gaming  as simulation—
          popular genres (RPG, RTS, FPS, etc.) and their appeal will thus be clarified. The final block is
          devoted to interactivity—How do digital avatars relate to 'real life' law, culture, and politics? Is
          online  participation  in,  viewing,  or  even  re/programming  of  games  useful  beyond  play?
          Questions like these will significantly expand the notion of interactivity and offer entry to general
          issues in media studies as well as opportunities to reflect on our relationship with increasingly
          sophisticated technology.
              Structured in this way, we will review major advances in video game history, investigate
          game content as well as spaces, reflect on gaming experience and critically relate them to each
          other so as to see this new medium as a network of intertextual flows, cross-cultural community
          and part of globalised exchange.























































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