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I. Understanding Games and Culture
A. The relevance of games
B. Children's games
C. Games and human nature
D. Definitions of games
E. Games as closed systems
F. The field of play
G. A working definition of games
H. Elements of traditional games
I. Terminology of traditional games
J. Applications of play
II. The Historical Origins of Game Forms
A. Games, play and culture
1. Prehistoric games
2. Knucklebones
B. Ancient board games
1. Mancala
2. Royal Game of Ur
3. Knossos
4. Games of ancient Egypt
5. Games of ancient India
6. Games of ancient China
7. Games of ancient Rome
C. History of playing cards
1. Chinese origins of playing cards
2. Mamluk playing cards
3. Cards in Europe
4. Suit systems in Europe
5. Tarot cards
6. Prohibitions on cards and gambling
7. Hanafuda cards
8. Mahjong
D. Development of war games
1. Games and warfare
2. Rome and war
3. Gladiator game
4. Jousting
5. Yabusame
6. Buzkashi
7. Aztec flower wars
8. Koenigspiel
9. Modern war games
10. Hobby tabletop war gaming
III. The Evolution of Games
A. The rise of commercial board games
1. The Industrial Revolution and game publishers
2. Snakes and Ladders
3. The first American board game
4. The Mansion of Happiness
5. The Game of Life
6. Education and games
7. Monopoly
8. The advent of narrative gaming
9. Dungeons & Dragons
B. The morality of gaming
1. Milton Bradley
2. Parker Brothers
3. 20th Century: competition, collapse and consolidation
IV. The Birth of Electronic Gaming
A. 1940s - 1960s: Pioneers
1. William Higinbotham and Tennis For Two
2. Steve Russell and Spacebar!
B. 1961 - 1972: Early visionaries
1. Ralph Baer and the Odyssey
2. Nolan Bushnell and Computer Space
V. 1972 - 1976: Atari and the Rise of Arcade Games
A. Al Alcorn and Pong
B. Competition emerges
VI. 1977 - 1979: An Industry Matures
A. Video games become a consumer project
B. Gaming in Japan and the growth of Nintendo - Hiroshi Yamaguchi
VII. 1980 - 1982: High Water Mark
A. Golden age of arcade games
B. Game designers recognized as creative artists
VIII. 1983 - 1985: Crash and Recovery
A. Demise of Atari: lessons learned
B. Nintendo in Japan and North America
1. Nintendo's NES and its impact
2. Shigero Miyamoto
C. Legal status of video games: significant legal decisions
D. Behind the Iron Curtain: Alexey Pajitnov and Tetris
IX. 1986 - 1991: The Console Wars Continue
A. Nintendo vs Sega
B. Yuji Naka and Sonic the Hedgehog
C. Differences between Japanese and North American consumers
D. Gunpei Yokoi and the Gameboy
X. 1992 - 1994: The Arrival of 32-Bit Consoles
A. Controversies, Congress and the ESRB
B. Sony and the PlayStation
C. Evolution of PC Games
XI. 1995 - 1999: 64-Bit and the Birth of Online Gaming
XII. 2000 - 2001: Sony, Sega, Sims and Sixth Generation Consoles
A. PlayStation leads the pack
B. Demise of Sega: Death of Dreamcast
C. Xbox and GameCube arrive
D. Will Wright and The Sims
XIII. 2001 and Beyond: Challenges in the New Millennium
A. New platforms and business models emerge
1. Social, mobile, and free-to-play
2. The Wii and its broad appeal
3. Rebirth of casual gaming
B. Serious games as a creative platform
C. Online software distribution
D. Indie games go mainstream - Markus Person and Minecraft
E. Edu-gaming
F. Gamification
G. Ethics, controversies, and challenges
1. Violence in games
2. Inclusivity: race, gender, and LGBTQ+
3. Industry workplace issues
4. Addiction
XIV. Games in Film, Television, Music and Print
A. The fear of technology as expressed in films about AI and games
1. 2001: A Space Odyssey
2. Tron
3. WarGames
B. Utopian and dystopian visions of virtual reality in film, books, and popular culture
1. The Matrix
2. Black Mirror "Santa Rosa" episode
3. William Gibson
C. Commodification and popularization of game characters in music and popular culture
1. Character franchises of Nintendo and Sega
2. Integration of popular music in console titles
XV. The Aesthetics of Video Game Design
A. Ludology vs narratology
B. Game aesthetics shared with other art forms
C. Playtesting and the aesthetics of interactivity
XVI. Non-Digital Game Design
A. MDA: mechanics, dynamics, and aesthetics
1. Mechanics
2. Dynamics
3. Aesthetics
B. Game design documents
XVII. The Future of the Video Game Industry