Online courses directory (19947)
This class will explore the cultural history and media industry surrounding the masculine drama of professional wrestling. Beginning with wrestling's roots in sport and carnival, the class examines how new technologies and changes in the television industry led to evolution for pro wrestling style and promotion and how shifts in wrestling characters demonstrate changes in the depiction of American masculinity. The class will move chronologically in an examination of how wrestling characters and performances have changed, focusing particularly on the 1950s to the present. Students may have previous knowledge of wrestling but are not required to, nor are they required to be a fan (although it is certainly not discouraged, either).
Special thanks to the WWE for allowing us to use various materials and for their participation and help with the course.
This course examines the interplay of art, science, and commerce shaping the production, marketing, distribution, and consumption of contemporary media. It combines perspectives on media industries and systems with an awareness of the creative process, the audience, and trends shaping content. There will be invited discussions with industry experts in various subject areas. Class projects will encourage students to think through the challenges of producing media in an industry context. CMS.610 is for undergraduate credit, whereas CMS.922 is for graduate credit. Though the requirements for graduates are more stringent, the course is intended for both undergraduate and graduate students.
Run as a workshop, students collaborate in teams to design and prototype games for social change and civic engagement. Through readings, discussion, and presentations, we explore principles of game design and the social history of games. Guest speakers from academia, industry, the non-profit sector, and the gaming community contribute unique and diverse perspectives. Course culminates in an end of semester open house to showcase our games.
This course examines the theory and practice of using computational methods in the emerging field of digital humanities. It develops an understanding of key digital humanities concepts, such as data representation, digital archives, information visualization, and user interaction through the study of contemporary research, in conjunction with working on real-world projects for scholarly, educational, and public needs. Students create prototypes, write design papers, and conduct user studies.
This course offers an introduction to the interdisciplinary study of videogames as texts through an examination of their cultural, educational, and social functions in contemporary settings. Students play and analyze videogames while reading current research and theory from a variety of sources in the sciences, social sciences, humanities, and industry. Assignments focus on game analysis in the context of the theories discussed in class. Class meetings involve regular reading, writing, and presentation exercises. No prior programming experience required. Students taking the graduate version complete additional assignments.
This seminar is a space for collaborative inquiry into the relationships between social movements and the media. We'll review these relationships through the lens of social movement theory, and function as a workshop to develop student projects. Seminar participants will work together to explore frameworks, methods, and tools for understanding networked social movements in the digital media ecology. We will engage with social movement studies as a body of theoretical and empirical work, and learn about key concepts including: resource mobilization; political process; framing; New Social Movements; collective identity; tactical media; protest cycles; movement structure; and more. We'll explore methods of social movement investigation, examine new data sources and tools for movement analysis, and grapple with recent innovations in social movement theory and research. Assignments include short blog posts, a book review, co-facilitation of a seminar discussion, and a final research project focused on social movement media practices in comparative perspective.
This course provides practical instruction in the design and analysis of non-digital games. Students cover the texts, tools, references and historical context to analyze and compare game designs across a variety of genres, including sports, game shows, games of chance, card games, schoolyard games, board games, and role–playing games. In teams, students design, develop, and thoroughly test their original games to understand the interaction and evolution of game rules. Students taking the graduate version complete additional assignments.
This course examines the social, cultural, economic, and political aspects of digital games. Topics include the socio-technical aspects of digital gaming, embodiment and space, communities, spectatorship and performance, gender, race, sexuality, e-sports and sports games, and the politics and economics of production processes, including co-creation and intellectual property.