ENGL 475

Spring 2013 All Classes

All Classes

Credit: 3 OR 4 hours.

Advanced topics seminar exploring the intersection of literary study and other scholarly disciplines.

3 undergraduate hours. 4 graduate hours. May be repeated with permission of English advising office to a maximum of 6 undergraduate hours if topics vary. Graduate students may repeat as topics vary. Prerequisite: One year of college literature or consent of instructor.

ENGL 475 class schedule data for spring 2013
CRN Type Section Time Day Location Instructor Section Details
43335
Lecture-Discussion
1G
11:00AM -12:15PM
TR
131 English Building
Byrd, J
Part of Term:
1
Date Range:
01/14/13-05/01/13
Credit:
4 hours
Section Title:
Lit, Video Games & Zombies
Section Info:
Topic Section 1G: Literature, Video Games, and Zombies Despite the fact that video games have been coded, shared, and played for at least 40 years, video games continue to be dismissed as mindless entertainment at best and violent time-wasters at worst. In fact, Roger Ebert went so far as to assert that video games can never be art. And yet, in 2011, the Supreme Court determined that, ?like the protected books, plays and movies that preceded them, video games communicate ideas?and even social messages?through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player?s interaction with the virtual world).? This class will consider the relationship between literature and video games by looking at the shared and divergent narrative strategies that each medium uses to construct worlds and tell stories. Over the course of the semester, we will read novels that inspired video games, look at how video game play transforms novels, in addition to considering some of the larger questions emerging from video game studies. What are games and where do they fit within cultural, literary, racial, social, and gender studies? How do technologies and mediums affect access to and experience of story? What are the cultural and social ideas communicated through games and how do the means of their production function within global economies? Students will be expected to play video games, participate in class discussions, and produce a final project. Texts may include: Assassin?s Creed, Vladimir Bartol?s Alamut, Christine Love?s Analogue: A Hate Story, Mark Z. Danielewski?s House of Leaves, Ernest Cline?s Ready Player One, Bioshock, Braid, Left4Dead, Parasite Eve, Daniel Defoe?s A Journal of the Plague Year, Katherine Amt Hanna?s Breakdown, and Stephen Graham Jones?s The Long Trial of Nolan Dugatti in addition to critical work focusing on the development of games and game studies.
Restriction(s):
Restricted to Graduate - Urbana-Champaign.
43334
Lecture-Discussion
1U
11:00AM -12:15PM
TR
131 English Building
Byrd, J
Part of Term:
1
Date Range:
01/14/13-05/01/13
Credit:
3 hours
Section Title:
Lit, Video Games & Zombies
Section Info:
Topic Section 1U: Literature, Video Games, and Zombies Despite the fact that video games have been coded, shared, and played for at least 40 years, video games continue to be dismissed as mindless entertainment at best and violent time-wasters at worst. In fact, Roger Ebert went so far as to assert that video games can never be art. And yet, in 2011, the Supreme Court determined that, ?like the protected books, plays and movies that preceded them, video games communicate ideas?and even social messages?through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player?s interaction with the virtual world).? This class will consider the relationship between literature and video games by looking at the shared and divergent narrative strategies that each medium uses to construct worlds and tell stories. Over the course of the semester, we will read novels that inspired video games, look at how video game play transforms novels, in addition to considering some of the larger questions emerging from video game studies. What are games and where do they fit within cultural, literary, racial, social, and gender studies? How do technologies and mediums affect access to and experience of story? What are the cultural and social ideas communicated through games and how do the means of their production function within global economies? Students will be expected to play video games, participate in class discussions, and produce a final project. Texts may include: Assassin?s Creed, Vladimir Bartol?s Alamut, Christine Love?s Analogue: A Hate Story, Mark Z. Danielewski?s House of Leaves, Ernest Cline?s Ready Player One, Bioshock, Braid, Left4Dead, Parasite Eve, Daniel Defoe?s A Journal of the Plague Year, Katherine Amt Hanna?s Breakdown, and Stephen Graham Jones?s The Long Trial of Nolan Dugatti in addition to critical work focusing on the development of games and game studies.
Restriction(s):
Restricted to Undergrad - Urbana-Champaign.
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