ENGL 253

Fall 2016 Part of Term 1

Part of Term 1
Aug 22-Dec 7

Credit: 3 hours.

Introduction to the role technological invention has played in history of print media and how literary aesthetics are changing with the advent of new media, such as software, video games, and graphic novels. We will consider material formats, genres, and modes of production along with the cultural, political, and societal implications of different forms and formats.

May be repeated in separate terms up to 6 hours.

This course satisfies the General Education Criteria in Fall 2022 for:

Humanities – Lit & Arts
ENGL 253 class schedule data for fall 2016
CRN Type Section Time Day Location Instructor Section Details
65156
Lecture-Discussion
Q
12:30PM -1:45PM
TR
English Building
Loughran, P
Part of Term:
1
Date Range:
08/22/16-12/07/16
Degree Notes:
Literature and the Arts course.
Section Title:
How We Read: Digital Cult. Ed.
Section Info:
Topic Section Q: How We Read Now: Digital Culture Edition (Browsing, Clicking, Skimming, Watching, Playing) In this course, we will explore the difference between analog and digital culture, with special attention to how aesthetic and expressive culture has changed in our lifetimes—in other words, how we read/browse/play/watch now. How have things like videogames, podcasts, social media, and software become real cultural competitors to the longer 500-year old history of the printed book? Does it really matter if a story is told in print or via gameplay? What’s the difference between a literary trope and a game mechanic? Is computer code more central to cultural production now than human language? We will ask this question through hands-on exploration of a variety of media, including videogames, apps, virtual reality… and of course books. Our goal will be to describe the content of these experiences—what they feel like, their form—and to develop critical frameworks for understanding their economic, social, and aesthetic impact on our everyday lives.
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