Syllabus

Play
COREA-AD 52
4 Credits
Fall 2015
Prerequisites: None

Prof. Scott Fitzgerald
scott.fitzgerald@nyu.edu
Arts Center, Office 191
Office hours by appointment

Description
We are engaged in play throughout our lives. It socializes and engages us in a deeply meaningful way that serves as an essential component of our education in the world. Beginning with the imaginative and open-ended games of our childhood, and continuing through more structured aspects of play like sport, theatre, board and video games, it serves a vital tool in our development as individuals. It can be collaborative or competitive, open-ended or closed, but always is innately fun. Examining the topic from a variety of perspectives, including psychological, artistic and philosophical, we will engage with multiple levels of playfulness throughout history, from simple childhood escapism to urban scale games facilitated by new technologies . Students will be challenged to create new forms of play by prototyping and designing their own games and frameworks for play throughout the semester.

Learning Outcomes
Students who successfully complete this course will be able to :
* identify the cultural and social aspects in which various forms of play manifest themselves
* describe key concepts and theories pertaining to play from philosophical and psychological standpoints
* develop and produce their own modes of engaging in closed forms of play in the shape of structured games
* identify, articulate, and critique forms of play that are embedded in contemporary life

Teaching Methodology
This course will meet twice a week. A significant aspect of the course will be discussion based, featuring critical analysis of readings and experiences based on the weekly topic. The expectation is that the students will have questions and thoughts that will guide the conversation. Active participation in classroom discussions is a mandatory part of class.

Classes will also include hands-on work with materials, working in groups, and evaluating various forms of play. We will evaluate various forms of play in class through imaginary, self-directed, and structured games to name a few examples.

Required texts
* Gibson, Jeremy. Introduction to Game Design, Prototyping, and Development. Addison-Wesley Professional. 2014
* Huizinga, Johan. Homo Ludens. Beacon Press, 1955
* Sciart, Miguel. Play Matters. MIT Press 2014
* Sutton-Smith, Brian. The Ambiguity of Play. Harvard University Press. 1997
* Hjorth, Larissa. Games and Gaming, Berg. 2011

Recommended Books
* Thompson & Oulette. The Game Culture Reader. Cambridge Scholars. 2013
* Sciart, Miguel. Beyond Choices. MIT Press. 2013
* Bogost, Ian. How to Do Things with Videogames. University Of Minnesota Press. 2011 * Mayra, Frans. An Introduction to Game Studies. Sage. 2008

Additional readings will be distributed in class or as pdfs.

Grading
Participation & Attendance: 20%
Students are expected to attend class and actively engage in all discussions, exercises, and activities. Failure to participate in discussions and demonstrate that the readings have been completed will affect the participation component of your grade. More than one unexcused absence will result in a lower final grade (a B+ would become a B). More than three unexcused absences will result in failure. If you’re going to be late or absent, email me in advance. If you have an emergency, please let me know as soon as possible. If you miss a class session for any reason, you are still responsible for making up the material covered.  
4 short papers: 20% (5% each)
The first short paper is required in which a  students is to argue for their own definition of what play is based on the reading and their own experiences. 2 pages.
The second paper involves analyzing a “broken” game and altering it’s rules. Describe what is wrong with the game and how you fix it. 2-3 pages.
Throughout the semester, there will also be “play sessions”, in which students will engage in different forms of play. After each session, students will write a 2-3 page critical evaluation of the engagement.
2 Games & prototypes : 40% (20% each)
Students will design and prototype two formal, closed play systems (games) that they will demonstrate in class. Students will produce all necessary parts with a detailed set of rules. These will be group projects. The first needs to be a card, board, or physically active game (think of “tag” or similar), the second project will take a form of the group’s choosing and can range from a big game (games on urban scales), video games, or something else innovative and ambitious. You will be generating documentation of your games, rules, justifications, etc. 
1 research paper: 20%
Students are expected to select a topic that will engage the theories and ideas in class and write a 4 page paper with a first draft. This paper should engage with the readings and classroom discussions. Your topic must be approved in advance.

Mobile Phones
Phone use of any kind is not allowed in class. Period. If you are using a phone in class, it will negatively impact your grade.

Laptop Use
Laptop use is fine if you are using your laptop to present in class, or if we’re in the middle of an exercise that makes use of it. Whenever classmates are presenting or we’re in the midst of a class discussion, however, please keep your laptop closed. The quality of the class depends in large part on the quality of your attention and active participation, so please respect that and close your lid.

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