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Gaming Across the Curriculum

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An overview on the diverse roles videogames might serve in a liberal arts curriculum

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Gaming Across the Curriculum

  1. 1. Gaming Across the Curriculum: The Place of Videogames in the Liberal Arts Jason Mittell American Studies / Film & Media Culture Middlebury College June 2007
  2. 2. 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
  3. 3. Drills - Math / Languages Kanji Invaders - http://www.silentmonkeyproductions.com
  4. 4. Simulation - Physics Supercharged - particle physics game, Education Arcade
  5. 5. Simulation - History Revolution - 18th century America RPG, Education Arcade
  6. 6. Simulation - Geography SimCity - PC
  7. 7. System Analysis - Sociology The Sims - PC/Playstation2
  8. 8. Activism - Env. Studies McDonalds Video Game - http://mcvideogame.com
  9. 9. Criticism - Political Science September 12th - http://newsgaming.com
  10. 10. Simulation - Economics World of Warcraft - PC/Mac
  11. 11. Media Influence - Psychology Grand Theft Auto:Vice City - Playstation2
  12. 12. Representations - WAGS Tomb Raider - PC
  13. 13. Media Industry - Film/Media Lord of the Rings:Two Towers - Playstation2
  14. 14. Aesthetics - Film/Media Katamari Damacy - Playstation2
  15. 15. Aesthetics - Music Guitar Hero - Playstation2
  16. 16. Design - Art / Math Second Life - PC/Mac
  17. 17. Game Design Game Maker / Neverwinter Nights - PC
  18. 18. Machinima Second Life - PC/Mac (by Jake Moreno Coplon)
  19. 19. ‣ Talk to faculty & students ‣ Look for gaming opportunities ‣ Go play - have fun!

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