[game_edu] Readings, Libraries & Copyright
pawlicki at cs.rochester.edu
pawlicki at cs.rochester.edu
Tue Sep 22 23:26:54 EDT 2009
Even if the list were 100 long it should be annotated to the point of
why it makes the list - what it exemplifies. In this way, someone
with specific course goals could select from the list.
> Haha... "standard"... good one. :-)
>
> There have been numerous "must-play" lists. Whenever I try to make one of
> my own, I can never seem to narrow it down below 30 or so.
>
> I think a lot depends on your goals. If it is just a matter of "game
> literacy" -- that is, playing at least one canonical game in each major
> genre, playing all the games that are well-known, and so on, then you will
> come up with a very different list than if you are looking for games that
> offered technical innovation for its time, which in turn is different from
> a list of games that were pioneering new forms of design or unique visual
> art styles or even games that were failures in notable ways.
>
> Rather than trying to cram all of these into a single class, it might be
> better to spread it across the entire curriculum. Provide exposure to a
> few games at a time as they tie in to the content of any given course, and
> make sure the sum total of classes gives students exposure to all the
> games you'd consider "must-play". Sure, you can have a "Game Appreciation"
> course that covers a lot of games, but I'm not sure you could fit
> everything into 10 or 12 weeks... nor would you want to (else you run the
> danger of students thinking that all the games in that class aren't
> relevant to their other coursework, since it's all too self-contained).
>
> - Ian
>
>
>
>
> ________________________________
> From: "pawlicki at cs.rochester.edu" <pawlicki at cs.rochester.edu>
> To: IGDA Game Education Listserv <game_edu at igda.org>
> Sent: Tuesday, September 22, 2009 1:17:48 PM
> Subject: Re: [game_edu] Readings, Libraries & Copyright
>
>
> Malcolm,
>
> I would be interested in your list.
>
> Assuming that a semester is about 12 weeks or so, do we have
> a "standard repertoire" of the top 10 games that all
> students should have played and critically examined?
>
> Ted
>
>
> Thaddeus F. Pawlicki, Ph.D.
> Undergraduate Program Director
> Computer Science Dept. (585) 275-4198
> University of Rochester FAX (585) 273-4556
> Rochester, NY 14627-0226 pawlicki at cs.rochester.edu
> http://www.cs.rochester.edu/u/pawlicki/
>
>
> ''One of the most difficult tasks men can perform, however much others may
> despise it, is the invention of good games and it cannot be done by men
> out
> of touch with their instinctive selves.'' - Carl Jung 1977
>
>> Malcolm Ryan wrote:
>>> As a lecturer in game design, I want to set a 'reading list' of games
>>> for my students to play. In other disciplines the University has
>>> standard copyright arrangements which allow them to make sets of
>>> readings available to students at little or no cost, but there doesn't
>>> seem to be any appropriate arrangement for software.
>>>
>>> Have you encountered this problem? How have you addressed it?
>>>
>>> I know that a lot of good cutting-edge independent work is available
>>> cheaply or for free online, but I don't want to be forced to exclude
>>> AAA titles from examination. Ideally I would like to set up a library
>>> of games but I am worried about the copyright and licensing issues.
>>> Does anyone know more about this?
>>>
>>> Malcolm
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