gaming across the curriculum
DESCRIPTION
An overview on the diverse roles videogames might serve in a liberal arts curriculumTRANSCRIPT
Gaming Across the Curriculum: The Place of Videogames in
the Liberal Arts
Jason MittellAmerican Studies / Film & Media Culture
Middlebury CollegeJune 2007
Games as Tool & Topic• Pedagogical instrument - drills & training, problem-
solving, simulations, collaboration, systems analysis, active learning
• Research instrument - simulation, virtual worlds, mode of publication
• Social / cultural phenomenon - media influences, site of representations, commercial industry, aesthetic form, user-generated creativity, part of everyday life
• Videogames as interdisciplinary liberal art
Drills - Math / Languages
Kanji Invaders - http://www.silentmonkeyproductions.com
Simulation - Physics
Supercharged - particle physics game, Education Arcade
Simulation - History
Revolution - 18th century America RPG, Education Arcade
Simulation - Geography
SimCity - PC
System Analysis - Sociology
The Sims - PC/Playstation2
Activism - Env. Studies
McDonalds Video Game - http://mcvideogame.com
Criticism - Political Science
September 12th - http://newsgaming.com
Simulation - Economics
World of Warcraft - PC/Mac
Media Influence - Psychology
Grand Theft Auto: Vice City - Playstation2
Representations - WAGS
Tomb Raider - PC
Media Industry - Film/Media
Lord of the Rings: Two Towers - Playstation2
Aesthetics - Film/Media
Katamari Damacy - Playstation2
Aesthetics - Music
Guitar Hero - Playstation2
Design - Art / Math
Second Life - PC/Mac
Game Design
Game Maker / Neverwinter Nights - PC
Machinima
Second Life - PC/Mac (by Jake Moreno Coplon)
‣ Talk to faculty & students
‣ Look for gaming opportunities
‣ Go play - have fun!