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Symposium: Issues in RTVF (398-0-21)

Topic

Video Games & Temporality

Instructors

Patrick Oliver Fiorilli

Meeting Info

Annenberg Hall G31: Mon, Wed 9:30AM - 10:50AM

Overview of class

In this class, we will explore how video games affect our experiences of time, and vice versa. For centuries, the relationship between time and media has been a subject of debate. What stories are considered "wastes" of time, and which become time well "spent"? How does cinema create the illusion of movement from a series of still photographs? How does memory impact time? How does history?

We will analyze various critical, theoretical, and philosophical approaches to temporality in order to better understand and pose new questions about time and digital media in the 21st century. Why do some games let players pause the action, while others don't? What do games with time-manipulation mechanics (Braid, Superhot, Dishonored) have to say about time itself?

This will be a reading- and writing-heavy course: class meetings will consist of discussion of readings, and assignments will generally take the form of written responses and critical essays. Video games (or recorded video game playthroughs) may be assigned alongside films, video clips, and podcasts at low or no cost to students.

This class does not require any special knowledge of video games or gaming culture! An interest in the topic is all that's needed to succeed.

Learning Objectives

By the end of this course students will be able to:

• Consider how our experience of time affects our gameplay, and vice versa.

• Discuss games and game-making from an analytical perspective.

• Recognize and contrast various cultural and theoretical perspectives on temporality.

• Craft original arguments and critiques using evidence from texts and media.

Class Materials (Required)

All required readings will be provided via web link or .pdf file on Canvas. Videos, films, and podcasts may be assigned where appropriate, and will be available via link or download. Games will be made available on a case-by-case basis. Some of these may require rental or purchase, but accommodations will be made for students who cannot purchase, run, or otherwise obtain any assigned work.

Regarding the practicality of playing the video games we discuss: for the purposes of this course, in most cases, watching a playthrough online (ideally without commentary) will be sufficient for class discussion. However, if you plan on writing about a game, I request that you actually play it yourself.