ARTHI 3878 / VCS 3001 Professor David Getsy Department of Art History, Theory, and Criticism cross-listed with Department of Visual and Critical Studies School of the Art Institute of Chicago Spring 2006 undergraduate lecture course Wednesdays 6-9pm MC 707 office: MC 710 e-mail: [email protected] office hours by appointment Yves Tanguy, Man Ray, Max Morise, and André Breton, cadavre exquis, 1928, AIC Games, Play, and 20th/21st-Century Art Course description The intense period of experimentation in which modernist art developed has often been characterized as serious and earnest research. By contrast, this seminar will investigate the ways that games, play, and non-seriousness factored into the development of modern art. We will explore the emerging literature on game studies, discuss the challenges of game design, and investigate key moments in the history of 20th and 21st century art when games became part of art practice or models for writing about art. Our focus will be on the conceptual issues that arise in the attempts to define and develop games, as well as how to incite play. In addition, we will examine a range of methods used to study games as representational activities, from Surrealist art to computer and online gaming strategies. Course structure This is a participatory, discussion, and project-based course. Students are expected to engage fully in collaborative work, involving both the design of games and the study of their arthistorical precedents. Classes will be devoted to discussions and applications of readings and concepts. Independent work on class projects is essential to participation in this course, and the range and quality of collaborative and individual projects will be the primary criteria for evaluation. In particular, a major resource for the class will be the collections of the Art Institute of Chicago, especially the strong holdings in Surrealist art, and students should expect to devote out-of-class time to self-directed museum visits. There is one required book for the course: Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals (Cambridge: MIT Press, 2004). All other readings will be made available through the Docutek system. Students should refer to the syllabus, rather than the Docutek system, for page numbers of reading assignments. 2 Evaluation 1. Attendance and participation All students are expected to attend class meetings prepared to discuss the required readings. This is a discussion-based class, and all students should regularly and productively contribute to class discussions. Attendance at all class meetings is essential. More than two missed classes may be grounds for a “no credit.” 2. Weekly written summaries of required readings For each class, students must submit a typed summary of each non-textbook reading, consisting of a. An overview of the thesis and argument of the reading (one to two paragraphs) b. Three (3) questions for class discussion. Questions should be about the ideas or implications of the readings rather than merely factual. In order to receive credit for the course, all reading summaries must have been submitted by 26 April. 3. Collaborative projects The class will be divided into student teams who will each be responsible for a collaborative group project in the form of a game about the Art Institute of Chicago. Applying the principles from Salen and Zimmerman’s book, students will be expected to create a game that will introduce its player to some aspect of the collections of the museum. Students are responsible for fully researching the art objects included in the game, of which there should be at least six. A research and project development day has been provided early in the semester to allow students extra time to formulate their game and research its contents. The final project will be presented to the class, including all documentation and materials, midway through the semester. For this project students will be evaluated according to three major criteria a. Application of game and rule design principles: The game should reflect an understanding of the challenges of game design, as outlined in Rules of Play, and students should strive to create an engaging game that is neither overly complex nor overly simple. b. Content: The content of the game will be the individual histories of the objects and artists chosen to represent the Art Institute’s collections. The game should introduce players to basic information about artists and artworks to an adultlevel audience. Research must be documented. While this is not as extensive as a research paper, it is expected that the game will convey knowledge useful to introducing a lay viewer to art and the museum. c. Project materials: On the day of their presentation, each group should submit a highly-finished and fully-realized game ready to be played. This must include: i. A set of rules, fully articulated ii. All materials required to play the game (gameboards, performance instructions, game pieces, etc.) iii. An introductory statement explaining the purpose of the game, the priorities of the designers, and the way it should ideally be played. iv. A bibliography covering all artworks and artists used in the game design. v. For each student: a 2-page statement, handed in individually, discussing your own contribution to the design and content of the game, what you like best about it, and what you disagree with in terms of its design and content. 3 Students are encouraged to think expansively about what and how to constitute a game. Those students with skills in new media should feel free to develop computer and/or web-based games, though this is by no means required. The technology level of the game design will not be a criterion for evaluation, though the overall level of execution (at any tech level) will be. 4. Take home examination Instead of a research paper, students will be given an open-book, take home examination that will test comprehension of core concepts and historical issues covered in the class. It will be expected that students will make use of the Flaxman and Ryerson libraries in completing the examination. Further details TBA. The tests will be distributed on 26 April and are due at the beginning of class on 10 May. All exams must be typed, and double-spaced. No late exams will be accepted, but students who wish to hand in their exam early may do so. Differently-abled students Any students with exceptional needs or concerns (including 'invisible' difficulties such as chronic diseases, learning disabilities, or psychiatric complications) are encouraged to make an appointment with the professor to discuss these issues by the end of the second week of the term so that appropriate accommodations can be arranged. Any student in need of academic adjustments or accommodations should first contact Services for Students with Disabilities (SSD). SSD can be reached by phone at 312.345.9478 or by sending an email to Sara Baum, Coordinator of Services for Students with Disabilities ([email protected]). Plagiarism The School of the Art Institute of Chicago prohibits “dishonesty such as cheating, plagiarism, or knowingly furnishing false information to the School.” See Students’ Rights and Responsibilities, Student Handbook: www.artic.edu/saic/life/studenthandbook/rights.pdf. One plagiarizes when one presents another’s work as one’s own. It is a form of intellectual theft. Plagiarism need not always be intentional. One can plagiarize even if one does not intend to. The penalty for plagiarizing ranges from a failing grade on the plagiarized assignment to not earning credit for the course. This may also result in some loss of some types of financial aid (for example, a No Credit in a course can lead to a loss of the Presidential Scholarship), and in cases of regular offenses can lead to expulsion from the School. The Faculty Senate Student Life Subcommittee has prepared a 28page handbook entitled Plagiarism: How to Recognize It and Avoid It. The document is available online on at http://www.artic.edu/saic/programs/resources/library/plagiarism_packet.pdf Course calendar 1 February Introduction 8 February Fundamentals Required reading SALEN and ZIMMERMAN, pp. 31-83 + 101-105 Screening The Twilight Zone #64: “Will the Real Martian Please Stand Up!” (1961) 4 Further reference Järvinen, Aki. “A Meaningful Read: Rules of Play reviewed.” Game Studies 4, no. 1 (November 2004). http://www.gamestudies.org/0401/jarvinen/ 15 February Rules Required readings SALEN and ZIMMERMAN, pp. 119-39 + 151-201 Caillois, Roger. “The Definition of Play,” “The Classification of Games: I. Fundamental Categories,” and “The Social Function of Games” In Man, Play, and Games, 3-26, 36-41. Translated by Meyer Barash. Urbana and Chicago: University of Illinois Press, 1961. Further reference Huizinga, J. Homo Ludens: A Study of the Play-Element in Culture. London: Routledge & Kegan Paul, 1949. Sutton-Smith, Brian. The Ambiguity of Play. Cambridge, Massachusetts: Harvard University Press, 1997. Avedon, Elliott M., and Brian Sutton-Smith, eds. The Study of Games. New York: John Wiley & Sons, 1971. 22 February Project Development and Group Meeting Time NO REGULAR CLASS SESSION Required reading SALEN and ZIMMERMAN, 266-83 + 461-87 1 March Play Required readings SALEN and ZIMMERMAN, 301-74 Winnicott, D. W. “Transitional Objects and Transitional Phenomena” [1953]. In Playing and Reality, 1-25. London and New York: Routledge, 1971. (excerpt, 1-6) Winnicott, D. W. “The Location of Cultural Experience” [1967]. In Playing and Reality, 95-103. London and New York: Routledge, 1971. Further reference Sutton-Smith, Brian. The Ambiguity of Play. Cambridge, Massachusetts: Harvard University Press, 1997. Pellegrini, Anthony, ed. The Future of Play Theory: A Multidisciplinary Inquiry into the Contributions of Brian Sutton-Smith. Albany: State University of New York Press, 1995. Apter, Michael. Reversal Theory: Motivation, Emotion, and Personality. London and New York: Routledge, 1989. Spariosu, Mihai. Dionysus Reborn: Play and the Aesthetic Dimension in Modern Philosophical and Scientific Discourse. Ithaca and London: Cornell University Press, 1989. 5 8 March Surrealism: Exquisite Corpses and Gameboards Required readings Chipp, Herschel. “Introduction: Dada and Surrealism.” In Theories of Modern Art: A Sourcebook by Artists and Critics, edited by Herschel B. Chipp, 366-75. Berkeley: University of California Press, 1968. Breton, André. “What is Surrealism? [1934].” Excerpted in Theories of Modern Art: A Sourcebook by Artists and Critics, edited by Herschel B. Chipp, 410-17. Breton, André. “The Exquisite Corpse.” In Surrealism, ed. Patrick Waldberg, 93-95. New York and Toronto: McGraw-Hill Book Company, 1966. Caws, Mary Ann. “Exquisite Essentials.” In The Return of the Cadavre Exquis, 33-40. New York: The Drawing Center, 1993. Marcoci, Roxana. “Perceptions at Play: Giacometti through Contemporary Eyes.” Art Journal 64, no. 4 (Winter 2005): 7-25. Further reference Laxton, Susan. "The Guarantor of Chance: Surrealism's Ludic Practices." Papers of Surrealism, no. 1 (2003). http://www.surrealismcentre.ac.uk/publications/papers/journal1/acrob at_files/laxton.pdf Breton, André. "Genesis and Perspective of Surrealism in the Plastic Arts." In What Is Surrealism?: André Breton, Selected Writings, edited by Franklin Rosemont, 217-29. New York: Monad, 1978. Krauss, Rosalind. "No More Play [1984]." In The Originality of the AvantGarde and Other Modernist Myths, 42-85. Cambridge: MIT Press, 1985. 15 March Games as/or Art: Duchamp (and Chess) and Cornell Required readings Cabanne, Pierre. Dialogues with Marcel Duchamp, 15-19. Translated by Ron Padgett. New York: Viking Press, 1971. List, Larry. "The Imagery of Chess Revisited." In The Imagery of Chess Revisited, edited by Larry List, 15-136. New York: Isamu Noguchi Foundation and Garden Museum, 2005. (excerpt, re: Duchamp, pp. 15-35). Keene, Raymond. “Marcel Duchamp: The Chess Mind.” In Duchamp:passim: A Marcel Duchamp Anthology, edited by Anthony Hill, 121-25. Singapore: Gordon and Breach Arts International, 1994. Le Lionnais, François (interviewed by Ralph Rumney). “Marcel Duchamp as a Chess Player and One or Two Related Matters.” In Duchamp:passim: A Marcel Duchamp Anthology, edited by Anthony Hill, 127-28. Singapore: Gordon and Breach Arts International, 1994. O’Doherty, Brian. “Innocence and Experience.” In Joseph Cornell: Dovecotes, Hotels, and Other White Spaces, 5-12. New York: Pace Gallery, 1989. Dezeuze, Anna. “Unpacking Cornell: Consumption and Play in the Work of Rauschenberg, Warhol and George Brecht.” Papers of Surrealism 2 (Summer 2004). http://www.surrealismcentre.ac.uk/publications/papers/journal2/acroba t_files/dezeuze_article.pdf 6 22 March Games as historical method Required readings Damisch, Hubert. “Moves: Playing Chess and Cards with the Museum.” In Moves: Playing Chess and Cards with the Museum, 73-95. Rotterdam: Museum Boijmans Van Beuningen, 1997. Pollock, Griselda. Avant-Garde Gambits 1888-1893: Gender and the Color of Art History, Walter Neurath Memorial Lectures. New York: Thames and Hudson, 1992. (pages TBA) SALEN and ZIMMERMAN, 233-46 Further reference Küchler, Tilman. Postmodern Gaming: Heidegger, Duchamp, Derrida. New York: Peter Lang, 1994. Derrida, Jacques. “Structure, Sign, and Play in the Discourse of the Human Sciences.” In Writing and Difference, 278-93. Translated by Alan Bass. Chicago: University of Chicago Press, 1978. Wittgenstein, Ludwig. Philosophical Investigations, third ed. Translated by G. E. M. Anscombe. New York: MacMillan Publishing, 1968. Lindley, Craig. “The Semiotics of Time Structure in Ludic Space as a Foundation for Analysis and Design.” Game Studies 5, no. 1 (October 2005). http://gamestudies.org/0501/lindley/ 29 March Collaborative project presentations I 5 April Collaborative project presentations II 12 April Contemporary Art, Internet Art, and Video Games Required readings Corey Arcangel, Super Mario Clouds, 2002, game hack SALEN and ZIMMERMAN, 505-69. Paul, Christiane. “Gaming.” In Digital Art, 196-203. London: Thames and Hudson, 2003. Heon, Laura Steward. “Game Show.” In Game Show, curated by Laura Sterward Heon, 9-20. North Adams, Massachusetts: Mass MoCA, 2001. Hughes, Patricia K. “Breaking and Entering: A User’s Guide.” In Breaking and Entering: Art and the Video Game, 4-7. New York: PaceWildenstein, 2005. Schleiner, Anne-Marie. “Cracking the Maze: Game Plug-ins and Patches as Hacker Art.” 1999. http://switch.sjsu.edu/CrackingtheMaze/note.html 7 19 April Fluxus Guest lecture by SIMON ANDERSON, Dept. of Art History, Theory, and Criticism, SAIC readings TBA 26 April Contemporary Art, Internet Art, and Video Games II NOTE: Take-home final examination distributed Required readings Frasca, Gonzalo. “Simulation versus Narrative: Introduction to Ludology.” In The Video Game Theory Reader, edited by Mark J. P. Wolf and Bernard Perron, 221-35. New York and London: Routledge, 2003. Stallabrass, Julian. “Just Gaming.” In Gargantua: Manufactured Mass Culture, 84-112. London: Verso, 1996. Walther, Bo Kampmann. “Playing and Gaming: Reflections and Classifications.” Game Studies 3, no. 1 (May 2003). http://www.gamestudies.org/0301/walther/ Further reference Polsky, Allyson. “Skins, Patches, and Plug-ins: Becoming Woman in the New Gaming Culture.” Genders 34 (2001). Woods, Stewart. “Loading the Dice: The Challenge of Serious Videogames.” Game Studies4, no. 1 (November 2004). http://www.gamestudies.org/0401/woods/ Eskelinen, Markku and Ragnhild Tronstad. “Video Games and Configurative Performances.” In The Video Game Theory Reader, edited by Mark J. P. Wolf and Bernard Perron, 195-220. New York and London: Routledge, 2003. Friedman, T. (1999) "Civilization and its discontents: Simulation, Subjectivity and Space" in Discovering Discs: Transforming Space and Genre on CD-ROM, edited by Greg Smith (New York University Press). http://www.duke.edu/~tlove/civ.htm Wardrip-Fruin, Noah, and Pat Harrigan, eds. First Person: New Media as Story, Performance, and Game. Cambridge: MIT Press, 2004. 3 May CRITIQUE WEEK: No class 10 May Crying Wolf: Games, performance art, and ‘reality’ entertainment in popular culture NOTE: Final examination papers due. Screenings Series 7: The Contenders, dir. Daniel Minahan, 2001 The Yes Men, dir. Dan Ollman, Sarah Price, and Chris Smith, 2003 (excerpts)
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