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MEST 2724: Dataspill i et mediekomparativt perspektiv

MEST 2724: Dataspill i et mediekomparativt perspektiv. Gruppeseminar, dag 1. Oppgaveskriving. Veiledningshefte for oppgaveskriving på IMK: ”Akademisk skriving”. Finnes på nett: http://www.media.uio.no/studier/akadskriv.html

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MEST 2724: Dataspill i et mediekomparativt perspektiv

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  1. MEST 2724: Dataspill i et mediekomparativt perspektiv Gruppeseminar, dag 1

  2. Oppgaveskriving • Veiledningshefte for oppgaveskriving på IMK: ”Akademisk skriving”. Finnes på nett: http://www.media.uio.no/studier/akadskriv.html • HF-sidene har en omfattende innføring i tre ulike siteringsteknikker: http://www.hf.uio.no/sitat/ • Vademecum – en enkel innføring fra UV

  3. Referanser til dataspill • Ikke-internettbasert (CD, nedlastbart) spill:Utvikler. (År). Tittel. [Plattform].Eksempel:Valve. (1998). Half-Life. [PC]. • Nettspill:Utvikler. (År). Tittel. [Plattform]. Utgiver, spilt dag, måned, år, <URL>.Eksempel:Neave, Paul. (2006). N-blox. [Flash]. Neave Games, spilt 29. oktober 2006, http://www.neave.com/games/nblox/.

  4. Medieestetikk • Grunnbok i medievitenskapelig analyse: Larsen, Peter og Hausken, Liv: Medievitenskap, bind 2: ”Tekstteori og tekstanalyse”. Fagbokforlaget, 1999

  5. Definisjon på spill: • Elliot Avedon og Brian Sutton-Smith (1971): • ”Games are an exercise of voluntary control systems, in which there is an opposition between forces, confined by a procedure and rules in order to provide a disequilibrial outcome.”

  6. Espen Aarseth: Dataspill-genre: • To kategorier: • 1), digitized versions of traditional games (card games, board games, dice games, mechanical arcade games such as Pinball etc), and • 2) games in virtual environments. (A virtual environment is a simulation of a physical world, not necessarily our own, and usually much less complex.) • “Quest games as post-narrative discourse”, i Marie-Laure Ryan (ed.)2004: Narrative Across Media. University of Nebraska Press, pp 361-76.

  7. Katie Salen og Eric Zimmermann (2004): ”A game is a system in which players engage in an artificial conflict, defined by rules, that result in a quantifiable outcome.”

  8. Jesper Juul (2005):”A game is a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the activity are negotiable.”

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