At UT Dallas:

Graduate Courses

ATCM 6357 - Virtual Worlds and Communities

School of Arts, Technology, and Emerging Communication

Rather than conceive of “virtuality” as simply that which is “immaterial,” “digital,” or otherwise conceived of as “unreal,” this seminar draws on understandings of “virtuality” as that which is emergent, alternative, and possible. This course investigates worlds and communities as practices, relations, and arrangements that are in the midst of becoming—that is, coming into being. Central to the course’s conceptualization of virtuality and worldmaking are insights from queer theory (as queerness offers potential for thinking possibility, sideways, and otherwise to normativity, convention, and socially sanctioned reality) as well as studies of games and play (as spatial and temporal practices of generating and regulating virtuality).

  • Virtual Worlds and Communities (Spring 2019)

ATCM 6342 - Experimental Games Studio

School of Arts, Technology, and Emerging Communication

Experimental Games Studio is a critical production-oriented course interested in exploring how games and toys can be both the platform/medium for and the topic of conceptual, experimental, and politically-engaged art practices. The ultimate aim is for students to create their own game-related experimental art projects, which can include performance art, speculative design, culture jamming, critical modding, and other practices that will be discussed as frameworks throughout the semester.

  • Experimental Games Studio (Spring 2018)

ATCM 6336 - Critical Game Studies (formerly ATEC 6342)

School of Arts, Technology, and Emerging Communication

Covering both the history of the development of play and game studies as an identifiable academic program as well as contemporary debates regarding the material, semiotic, and socioeconomic entanglements of play and games, this seminar prepares students to produce original academic research that intervenes in the field of play and game studies. Readings include not only classical foundations but also research in fields outside of play and game studies whose insights have much to contribute to the study of play and games.

  • Critical Game Studies (Fall 2017)

ATEC 6344 - History and Culture of Interactive Media: Social Technologies and Games

School of Arts, Technology, and Emerging Communication

This course investigates the material and immaterial technologies, rules, and processes that shape social relations in contemporary digital culture. Through readings from a range of fields, including play and game studies, sociology, history, science and technology studies, and media studies, students will explore how games are social and material technologies as well as how sociality is structured in ways like and unlike games. Moreover, course materials will connect contemporary digital culture and games to earlier histories and technologies of sociality.

  • Social Technologies and Games (Spring 2017)

Undergraduate Courses

ATCM 3366 - Game Studies I

School of Arts, Technology, and Emerging Communication

This course serves as an introduction to vocabularies, frameworks, and arguments in the field of game studies. This course will centrally investigate how games and play are situated phenomena with material conditions, social conventions, cultural meanings, and historical contexts. Students will explore how concepts, theories, and arguments about games and play across varied forms enable careful examination and reflection on gameplay experiences, practices, and cultures.

  • Game Studies I (Spring 2019)

ATCM 4320 - Political Economy of Digital Media

School of Arts, Technology, and Emerging Communication

This course investigates interrelations among digital media technologies, economic practices, government institutions, and sociopolitical logics. Topics covered include global industries and supply-chains for digital technologies, intellectual property and copyright, labor and leisure in digital culture, environmental and economic impacts of digital technologies, as well as emerging economies and virtual currencies.

  • Political Economy of Digital Media (Fall 2018)

ATCM 4395 - Advanced Topics in Arts, Technology, and Emerging Communication: Games and Social Justice

School of Arts, Technology, and Emerging Communication

This course investigates how games are always deeply political—both as artifacts of as well as opportunities for reimagining existing socioeconomic, material, and cultural forces. Students will play and analyze a range of games while paying attention to uneven distributions of power, violence, opportunity, and care across individual and structural differences. Students will also develop their own interventions by pursuing original research projects, game designs, and other cultural productions informed by commitments to social justice.

  • Games and Social Justice (Fall 2018)

ATCM 4366 - Game Studies II: About and Beside Games

School of Arts, Technology, and Emerging Communication

In this class, students analyze a range of media and cultural texts explicitly about games—including films, novels, television shows, academic scholarship, and games themselves—to investigate the meaning-making processes associated with games, gaming practices, and gaming cultures. Not simply just sets of rules or material artifacts, games operate as sites to negotiate work and play, equity and fairness, education and development, utopia and dystopia, identity and performance, and creativity and competition, among other social practices and values.

  • About and Beside Games (Fall 2017)

ATEC 4367 - Game Design II

School of Arts, Technology, and Emerging Communication

As the second course in the upper-division game design sequence, students refine the game design principles acquired in the previous analog game design course through the development of digital game prototypes. The course uses a rapid prototyping model, where students develop a digital game prototype addressing both a mechanical requirement and a thematic requirement over the course of a week for consecutive weeks. Upon completing the ten prototypes, students choose of their game prototypes to develop further into their final project. More information about the course, including prototype assignments and student submissions, are available at the course blog: Games Like Hotcakes

  • Game Design II (Fall 2016)

At UC Davis:

Undergraduate Courses

ENL 10C - Literature in English: 1900 to Present

Department of English

This is the third part of a lower division survey course that covers literature written in English from 1900 to the present day. In this class, we explore works in English from the United Kingdom, the United States, Nigeria, India, Singapore, and other spaces of the Anglophone world to construct a broad history of twentieth- and twenty-first-century literature to consider how changes in spatial scales and scale-making bring people, animals, things, and ideas into contact and conflict with each other.

  • Spatial Scales and Scale-Making (Winter 2015)

ENL 3 - Introduction to Literature

Department of English

This is a first-year lower division composition course instructing students on writing through reading, analysis, and critical engagement with works of literature.

  • Gossip and Rumors, Facts and Fictions (Fall 2012)

17 February 2019