Monday, March 28, 2011

PHILOSOPHY AND THEORY OF LUDIC AND SOCIAL MEDIA 2011

Undergraduate/Graduate degree programme:
COMUNICAZIONE PUBBLICITARIA E ISTITUZIONALE

ECTS: 9

Course Coordinator: PATRICK JOHN COPPOCK
Scientific Area Code: M-FIL/05
Module: MULTIPLE
Year and course period: SECOND YEAR, SECOND SEMESTER
Attendance: NON MANDATORY
Language: ENGLISH
Lesson schedule and exam dates: AVAILABLE FROM www.sce.unimore.it

Aim of the course
This course requires active participation by students in critical evaluation of core philosophical and theoretical perspectives reflected in contemporary ludic and social media research. A principal objective of the course is that students shall be able to develop a short research project proposal focused on a well-defined philosophical or theoretical aspect of ludic and social media of interest to them. To this aim, students will encounter, discuss and evaluate scientific publications in this general field of study together with course tutors and invited scholars and other persons with expertise in ludic and social media. Particular attention will be paid to development of strategic knowledge and methodological tools necessary for designing, organising and carrying out research on one’s own, or as member of a research group.

Learning objectives
Knowledge and understanding: Students are expected to develop a broad, and more specialised, knowledge of common philosophical and theoretical models at present in use in ludic and social media research.
Applying knowledge and understanding: An operational working knowledge of these philosophical and theoretical models is a prerequisite for the design and organisation of research on ludic and social media sponsored by, or carried out in cooperation with, interested public and private institutions. organisations and ludic/social media trade partners.
Making judgements: Students are expected to critically evaluate the quality and efficacy of scientific publications that address philosophical and theoretical issues in ludic and social media research.
Communication skills: Students are expected to present and discuss their work in a clear, precise and articulate way, and to master the use of appropriate communication technologies, including ludic and social media themselves, to plan, carry out, and communicate, their research for an international audience.
Learning skills: Participants are expected to plan and manage their own learning processes, seek active dialog with peers and other interlocutors with international expertise in the field, and to use institutional or other online services to gather bibliographic and other materials.

Course prerequisites
An excellent working knowledge of English (spoken and written) is required. Prior study competence in philosophy, semiotics, psychology, sociology, mathematics, physics, computer science or the visual/performing arts and other relevant fields of study will be advantageous

Course content
The course consists of two study modules:
Module 1: Building Competence
- Presentation of course objectives, structure and subject matter, anticipated study patterns, evaluation criteria, expections regarding participation
- Reading and discussion of selected papers and articles exemplifying current philosophical and theoretical themes in ludic and social media research
- Guest lectures/workshops on philosophical and theoretical models in ludic and social media research
- Lectures, workshops or seminars on other specialised themes proposed and organised by students
Module 2: Research Project Design
- Hands-on experience, discussion and evaluation of examples of ludic and social media
- Seminar/workshops on research ethics, research methodology, interdisciplinary cooperation
- Seminar/ workshops on planning and writing a research proposal

Course literature (A)
Module 1
- Guenzel, S., Liebe, M. & Mersch, D. 2008, Conference Proceedings of the Philosophy of Computer Games 2008, DIGAREC Series 01, Potsdam: Potsdam University Press. www.digarec.org/?q=digarecseries01
- Compagno, D. & Coppock, P.J. 2009, Computer Games Between Text and Context, Special number (5) of E|C, Rivista dell’Associazione Italiana di studi semiotici (AISS) http://www.ec-aiss.it/monografici/5_computer_games.php
- Leino, O., Wirman, H. & Fernendez, A. 2008, Extending Experience. Structure, analysis and design of computer game player experience, Rovaniemi: Lapland University Press. http://granum.uta.fi/english/kirjanTiedot.php?tuote_id=17743
Module 2
- Aarseth, E. (1997) Cybertext. Perspectives on Ergodic Literature, Baltimore: The Johns Hopkins University Press. http://www.google.com/books?id=qx_-zj0-TwoC&printsec=frontcover&dq=Aarseth+cybertext&hl=it
- Märyä, F. (2008) An Introduction to Game Studies. Games in Culture, Los Angeles, London, New Delhi, Singapore: Sage. http://gamestudiesbook.net/
Supplementary Websites:

Teaching methods (B)
Reading group sessions with discussion and evaluation of scientific publications. Seminars, workshops with evaluation of hands-on experience of ludic and social media, guest lectures, project-planning and evaluation groups.

Type of evaluation, evaluation tools and assessment (C)
Evaluation is multifactored and will be based on:
- student contributions to reading and discussion sessions: presentation and discussion of selected articles from course reading list, or proposed by students themselves
- written presentation and oral discussion of student research project proposals
- a short scientific paper discussing a specific problem raised by student project proposals to be submitted to a relevant peer-reviewed international journal in the field of ludic and social media studies

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