Technoscience / Ecomateriality / Literature
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Final Project abstract

October 31st, 2014 | Posted by Cathy Li in Uncategorized

In this paper, we will explore the potential educational values residing in digital humanities, specifically the “Art Games” within the video games genre, which itself contains a huge potential in the field of education. We shall start by examining how art games can be utilized in understanding literature, such as Neuromancer, Flatland, and Daytripper. Literature as such usually serve as milestones in human imagination and the doors to the popularization of novel ideas in science, mathematics and philosophy. Meanwhile, the multimedia aspects of video games enables the reader to capture the comprehensiveness and the depth of literature, which is hard for mono-facet media representations, such as simple texts, simple images and videos, to achieve. Some generic examples of art games include Conway’s The Game of Life, Fex, and numerous remakes of literature and movies. This point will be further explicated by video annotation of the trailers of the games. The idea can be furthered by pointing out that teaching kids how to code games has also been popular and effective in understanding computer science. This will foster a new generation capable of writing and analyzing codes and creating and enriching the computer network industry. Here I will insert the Conway’s Game of Life and explaining the python code of a simple version of the Game.

 

Bibliography (possible):

Berry, David M.. Understanding Digital Humanities. Gordonsville, VA, USA: Palgrave Macmillan, 2012. ProQuest ebrary. Web. 31 October 2014.

Bittanti, Matteo, and Domenico Quaranta. Gamescenes: Art in the Age of Videogames. Milano: Johan & Levi, 2006. Print.

Bogost, Ian. How to Do Things with Videogames. Minneapolis: U of Minnesota, 2011. Print.

Jones, Steven E. The Emergence of the Digital Humanities. New York: Routledge, 2014. Print.

 

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