36-1100: Game Culture

Game Analysis Project

Craft a careful analysis of a video game. You should choose a game you're familiar with or the game you are playing for this course. Your argument should explore the game's semiotic domain, examining key elements and making an argument about the game's place in our cultural milieu.

In the first few weeks of the course, we have encountered a number of different approaches to games that focus on 'readings' drawing mostly from the semiotic domains of gaming and critical theory. Mia Consalvo's “It's a Queer World After All” examined elements from The Sims to craft an argument about how the people-simulator allows for expressions of non-hetero sexual attractions and perspectives. Patrick Crogan's article used an understanding of the military-entertainment complex to suggest how the logistical nature of tasks in gaming disrupt the narrative (and ethical) channels at work in most games. Finally, Julian Dibbell used a close-reading of the “Mr.Bungle affair” to examine the nature of community and violence in electronic environments. Each of these articles, along with the other articles we have read and will read before this project is due, gives you insight into how to analyze games.

Goals of the project:

Tips for the project (Do these things):

Cautions as you work on the project (Don't do these things):

Nitty Gritty:


Columbia College Chicago Game Culture
Wednesday, 15-Feb-2006 11:37:15 PST
Copyright Brendan Riley 2005-2006