2018-05-15 13:33:54

DEGREE IN DESIGN AND PRODUCTION OF VIDEO GAMES

106111 - HISTORY AND INDUSTRY OF VIDEOGAMES

General information

Type of subject : Basic Coordinator : Ester Bernadó Mansilla Course: First Trimester: First Credits: 6 Teachers: Georgina Tost Faus

Languages

English

Competences

Specific

E1. To demonstrate knowledge of the history of videogames and to analyze the referent videogames with solid reasoning based on evaluation criteria which are contextualized in the cultural and historical framework

General

G1. To demonstrate to have and comprehend advanced knowledge of their area of study that include theoretical, practical and methodological aspects, with a level that goes until knowledge avant-garde.

G3. To gather and interpret relevant data (usually in their area of study) to emit judgements that includes a reflection over relevant subjects on social, scientific or ethical issues.

G4. To communicate information, ideas, problems and solutions to specialized and non-specialized audiences.

Transversal

T1. To communicate in a third language, preferably English, with a proper level both in oral form and written form, according to the communication needs of the future graduates.

T2. To work in an interdisciplinary team, either as a member or as the team leader, with the aim of contributing to the development of projects with pragmatism and sense of responsibility, assuming compromises and taking the available resources into account.

Description

"History and Industry of Videogames" enters into some aspects of the multidisciplinary culture and history of video games, from the professional point of view (the game as a union of edge computer technology) and from a general point of view ( engineering, art, creativity, entertainment, psychology, etc.). Subject will review the highlights of the area of video games: Most important games, and important major manufacturers, music, drivers, machine, Internet, etc.

In this way, students will receive valuable training not only dedicated to the entertainment industry but to any cultural context. To promote the industry, there will be several lectures given by professionals of the industry of gaming.

Results

At the end of the course the student should be able to:

Describe the history of video games and interactive products, as well as the nature and beauty of them. Contextualize a game within historical reference. Distinguish between the different genres and different generations of consoles. List the most important creators in the history of interactive products worldwide, Spain and Catalonia. Analyze the various profiles that requires the . Evaluate the strengths and weaknesses of a videogame in a reasoned and exemplified way.

Working methodology

The activities, as a rule, will be made individually.

The homeworks will be delivered digitally through a folder in Tecnocampus intranet.

Teaching Methodology

Different class formats:

Lecture: where experts give their views on the industry and explain their personal experience. Then discuss with students. Video Capsules: In order to explain certain concepts or graphic examples to which we refer. They can be video capsules: Documentaries Gameplays Trailers Teasers Etc. Case studies: To deepen into several examples of situations in the industry. Research and critical reading of articles: To understand the release of the game, the student must read and understand a critical difference in the general and specialized press.

Contents

1. What is a game?

1. What is a video game. 2. Types of video game genres. 3. The four aspects of creating video games: PC, Mobile, Console, Arcade. 4. Impact of video games on society: from popular culture to transmedia.

2. "Old" history of video games

1. Types of generations of consoles. 2. Analysis of referent companies and their involvement in the industry today: Sega, Nintendo, Atari, Namco, Taito, etc. 3. Development of events in the United States, Japan, Russia, etc. 4. Games that laid the foundations of the genre today.

3. Golden Age of Spanish video games industry

1. History of video games in Spain since the late 70s to early 90s. 2. Companies that laid the first foundations of the industry in our country. 3. Important figures: Hermanos Ruiz Menendez Paco, Paco Suarez, Gonzo Suarez, etc. 4. Games made in Spain that marked a generation: Sir Fred, The Abbey of Crime, etc.

4. The current framework of the global video game industry

1. Leading companies worldwide in the production of video games: Valve, RockStar, 343 Industries, Ubisoft, Apple, Rovio, etc. 2. Characters that have created significant trend school: , , , Gabe Newell, etc.

5. The independent video game boom 1. Types of independent games. 2. Independent gaming history. 3. Successful independent video games.

6. Masterclass with working professionals of the industry

1. Direct contact with active and relevant professionals explaining their experience in the industry. 2. The types of profiles that already exist within the industry.

Not all proposed masterclass will be final. Everything will depend on the agenda of the speaker and their availability.

The various masterclass will be made throughout the course of the subject.

Activities

Activity 1: Video summary

Making a video about a series or video game creator.

The video should be delivered through a post on YouTube and linked to the Tecnocampus Intranet.

The video will outline in less than 3 minutes a character creator or company related to the world of videogames.

The series creator will be chosen at random and there will be no two alike in the same class.

Each student will have a different project.

The result of the activity will be incorporated into the assessment of the subject with a value of 30% of the final grade.

Activity 2: Writing

Students will write a composition theory considering the various aspects learned in class.

The review will be discussed with the other students.

The result of the activity counts for 10% of the grade.

Activity 3: Exercises at home

Various exercises to do at home through documents, books, articles, films, documentaries, and other formats.

Activity 4: Midterm Exam

Continuous evaluation of the student.

The result of the activity will be incorporated into the assessment of the subject with a value of 20% of the final grade.

Attending the exam is required to pass the course. Otherwise, the student will have a Not Presented.

Activity 5: Final Exam

Final evaluation of the student.

The result of the activity will be incorporated into the assessment of the subject with a value of 20% of the final grade.

Attending the exam is required to pass the course. Otherwise, the student will have a Not Presented.

Evaluation system

The evaluation of the course is as follows:

Video: 30% Writing: 10% Midterm exam: 20% Final exam: 20% Attendance and attitude in class: 20%

If the homework and exercises are not delivered, the maximum grade will be 5/10. If the student does not justify non-attendance, they will get a fault. If the student misses 20% of the classes or more, their attitude will fail. If the student does not attend the classes, they will be automatically suspended for the entire course.

The activities that are not delivered within the specified period of time will count as 0.

If the student does not attend the exam, they will get a "NP" (non-presented) grade and won't be able to pass the course.

Only students that have a grade below 5 can attend the second exam of the course. If they don't attend this second exam, then they will fail. The maximum grade the student can aspire to if they do the resit exam is 5.

Resources

Basics

Bibliographies

“Ocho Quilates”, Jaume Esteve. Ed. Star-T Magazine Books. (2012).

“Reality is broken”, Jane McGonigall (2012)

"La gran historia de los videojuegos". Nova editorial. Steven L. Kent ,(2016)

"Vida extra: Els videojocs com no els has vist mai", Oriol Boira i Gina Tost (2014)

Complementaries

Bibliographies

“1001 videojuegos a los que hay que jugar antes de morir”, Tony Mott (2011)

“El lenguaje videolúdico: análisis de la significación del videojuego”, Óliver Pérez Latorre (2012)

“Extra Lives: Why Video Games Matter” por Tom Bissell (2011)

“Fans, blogueros y videojuegos: la cultura de la colaboración”, Henry Jenkins. (2009).

“Level Up!: The Guide to Great Video Game Design”, Scott Rogers (2010)

“Los videojuegos: aprender en mundos reales y virtuales”, Pilar Lacasa (2011)

“Mondo Píxel”, V.V.A.A. (2008-2010)

“Obsequim” por Jaume Esteve. Ed. Star-T Magazine Books. (2014).

“Ocho Quilates 2”, Jaume Esteve. Ed. Star-T Magazine Books.(2013).

“Persuasive Games” por Ian Bogost (2010)

“Replay: The History of Video Games” por Tristan Donovan (2010)

“The Art of Failure: An Essay on the Pain of Playing Video Games”, Jesper Juul (2013)

“Trigger Happy: videogames and the entertainment revolution”, Steven Poole (2000).

“Videogames”, James Newman. (2006).