Undergraduate Course: The Anthropology of Games and Play (SCAN10079)
|School||School of Social and Political Science
||College||College of Humanities and Social Science
|Credit level (Normal year taken)||SCQF Level 10 (Year 3 Undergraduate)
||Availability||Available to all students
|Summary||This course will study theoretical and ethnographic works on games and play to ask the following questions: Is play a human universal? What special kinds of communication does it afford? Why are games compelling, and how do they vary cross-culturally? How are new technologies changing the landscapes of human play and gaming? And how do games and play relate to classical anthropological domains such as ritual, co-operation, and the social construction of worlds?
The course will draw theoretical materials from a range of social scientific and philosophical sources, and will combine these with mainly ethnographic studies of games and play. We will progress from defining games and play, to investigating anthropological approaches to the imagination and processes of rule-making, to thematic treatments of contemporary issues in the study of games: rule-making, virtuality, fantasy, entertainment, co-operation, and conflict. Seminar classes will include small participatory games, where appropriate.
Preliminary course outline:
Weeks 1-3: definitions, classical theories, and modern game design.
Key readings: Caillois, R. (2001) Man, Play, and Games; Huizinga, J. (1938) Homo Ludens; Bateson, G. (1955) Theory of Play and Fantasy; Koster, R. (2004) A Theory of Fun for Game Design; Tekinbas & Zimmerman (2005) Game Design Reader; Malaby, T. (2007) Beyond Play; Graeber, D. (2015) Utopia of Rules.
Week 4: Play and Ritual
Indicative Readings: Turner, V. (1982) From Ritual to Theatre; Malinowski, B. (1922), Argonauts of the Western Pacific; Trobriand Cricket (Film)
Week 5: Imaginary Worlds?
Indicative readings: Overing, J. (1990) The Shaman as Maker of Worlds; Berger & Luckmann (1966) The Social Construction of Reality; Laycock, J. (2015) Dangerous Games.
Week 6: Rules and Roles
Indicative readings: Goffmann, E. (1974) Frame Analysis; Moore, H. (2012) Avatars and Robots; Graeber, D. (2015) Utopia of Rules.
Week 7: Digital worlds
Indicative readings: Malaby, T. (2009) Making Virtual Worlds; Boellstorff, T. (2008) Coming of Age in Second Life; Kendall, L. (2002) Hanging Out in the Virtual Pub
Week 8: Simulating War
Indicative Readings: de Landa, M. (1991) War in the Age of Intelligent Machines; Lakoff & Collier Infrastructure and Event; Baudrillard, J. (1988) Simulacra & Simulations. Debord, G. Game of War
Week 9: Games, Culture, Globalization
Indicative Readings: Rollason, W. (2011) We are Playing Football; Walker, H. State of Play
Week 10: Review
Entry Requirements (not applicable to Visiting Students)
||Other requirements|| None
Information for Visiting Students
|Pre-requisites||Visiting students should have at least 3 Anthropology courses at grade B or above (or be predicted to obtain this). We will only consider University/College level courses.
|High Demand Course?
Course Delivery Information
|Academic year 2016/17, Available to all students (SV1)
|Learning and Teaching activities (Further Info)
Lecture Hours 20,
Seminar/Tutorial Hours 9,
Supervised Practical/Workshop/Studio Hours 6,
Programme Level Learning and Teaching Hours 4,
Directed Learning and Independent Learning Hours
|Assessment (Further Info)
|Additional Information (Assessment)
||Short essay: discuss a particular game or game genre and analyze its formal or cultural elements with reference to the scholarship discussed so far in class. (1500 words, 40%)
Long essay: use ethnographic and theoretical materials to answer one question from a choice, based on the course lectures and readings. (3500 words, 60%)
||Essays will be returned with feedback within 15 working days of submission. Feedback from short essays will be discussed during class, in advance of long essays.
|No Exam Information
On completion of this course, the student will be able to:
- Develop a critical understanding of the cross-cultural variety of forms of play and games.
- Engage critically with the work of theorists of games and play, and evaluate their arguments.
- Analyze particular games or game genres in terms of their design, cultural context, and social significance.
- Develop their ability to present their experience of participation in games in the context of relevant theoretical and comparative materials.
- Present their ideas on games and play in a clear, critical manner, in written or oral form.
|Caillois, R. (2001) Man, Play, and Games; Huizinga, J. (1938) Homo Ludens; Bateson, G. (1955) Theory of Play and Fantasy; Koster, R. (2004) A Theory of Fun for Game Design; Malaby, T. (2007) Beyond Play; Graeber, D. (2015) Utopia of Rules.|
|Graduate Attributes and Skills
||By the end of the course students should have strengthened their skills in:
- breaking down elements of design into formal components and analyzing their socio-cultural significance
- discussing participatory experience in analytical terms
- presenting ideas clearly in written and verbal form
- awareness of the use of participatory/game design methods in communication
|Course organiser||Dr Tom Boylston
|Course secretary||Mr Ewen Miller
Tel: (0131 6)50 3925
© Copyright 2016 The University of Edinburgh - 3 February 2017 5:14 am