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Course, academic year 2023/2024
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Mechanics and aesthetics in video games - AISE00047
Title: Mechanics and aesthetics in video games
Guaranteed by: Institute of Information Studies and Librarianship (21-UISK)
Faculty: Faculty of Arts
Actual: from 2023
Semester: summer
Points: 0
E-Credits: 3
Examination process: summer s.:
Hours per week, examination: summer s.:0/2, C [HT]
Capacity: unknown / unknown (10)
Min. number of students: unlimited
4EU+: no
Virtual mobility / capacity: no
Key competences:  
State of the course: taught
Language: English
Teaching methods: full-time
Teaching methods: full-time
Level:  
Is provided by: ANM50666
Note: course can be enrolled in outside the study plan
enabled for web enrollment
Guarantor: Mgr. Martin Váňa
Class: A – Mezioborová nabídka VP: Informace a nová média
Annotation -
Last update: Bc. Klára Foglarová (04.12.2023)
This video game course will analyze examples of particular game mechanics in relation to their respective aesthetics of
how there are presented within each game. We will attempt to draw conclusions from the relationship between
mechanics and aesthetics, their correlation and how they are supplementary to each other. Furthermore, a critique of
each of the game’s ethics and ideological backgrounds is in order, to illustrate how certain alignments between
mechanics and aesthetics shape and form meanings and messages the video games produce. The course will vary
between commenting on parts of gameplay and reading articles and signature game studies texts.
Should the situation arise, I would be more than happy to fit in your presentation if it is related to video games, be it a
paper, a thesis or just a draft you are currently working on.
The course will be concluded via exam, where we will discuss a game and/or article of your choice.

1. Introduction, basic of overview of aesthetics and game mechanics, definition
2. Reading Espen Aarseth on the fictional, the virtual and the real; what is the fiction in video games?
3. Historical strategy games, the 4X paradigm and its depictions.
4. Reading Sicart on procedurality; the ethics of video games.
5. Photorealistic games; the depiction of a painting.
6. Reading Juul: Half-real/Handmade pixels; other styles of visualization.
7. A trip to the past I: a clash between photorealism, pixels and full motion video.
8. Remediation; cases of imprinting and drawing inspiration from other media.
9. A trip to the past II: medievalism and representation of Dark Age.
10. An authority on both the Middle Ages and video games? The case of Johan Huizinga.
11. The inspiration from aesthetics and fiction combined. Deep-dive into Pentiment and The Name of the Rose.
12. Conclusion. Niche games that have escaped our radar. Closing remarks.
 
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