780.412 (20S) Advanced Topics in Game Research and Engineering: Videogame Localisation and Philosophy of Language

Sommersemester 2020

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Erster Termin der LV
06.06.2020 10:00 - 12:00 Online Off Campus
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Überblick

Lehrende/r
Tutor/in/Innen
LV-Titel englisch Advanced Topics in Game Research and Engineering: Videogame Localisation and Philosophy of Language
LV-Art Seminar (prüfungsimmanente LV )
Semesterstunde/n 2.0
ECTS-Anrechnungspunkte 4.0
Anmeldungen 8 (35 max.)
Organisationseinheit
Unterrichtssprache Englisch
LV-Beginn 06.06.2020

Zeit und Ort

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LV-Beschreibung

Intendierte Lernergebnisse

By learning the basis of philosophy of language, its main ideas and theories, understood how the different languages can convey meaning and how the multimedia nature of videogames can take advantage of those insights to design games. Delve into the current state of the art of the localization process, how it is declined and what an integrated MT technology can accomplish. Experience first-hand accounts of localization.

Final scope is to explain how philosophy of language can support games and videogames localization from a practical standpoint and give the instruments to consider localization as a crucial element on game design.

Lehrmethodik inkl. Einsatz von eLearning-Tools

The seminar will be taught in frontal lectures, dialogical discussions, and practical sessions and examples.

Inhalt/e

The course is split into an introductory session, three content blocks, and a restitution session.

Introductory Session:

The first session will briefly summarize course contents, present the methodology, and answer students’ questions. Course’s mode of exam will also be presented. Timeframe: day 1, morning.

Block 1 – Philosophy of language and videogames:

The first block will present a theoretical approach of Philosophy of Language in the field of videogame localization. Thanks to insights by Wittgenstein, Humboldt, and Panikkar, students will be presented with the philosophical approach of language and how the different kind of languages can inform the subject worldview. From then, it will be shown how videogames can take advantage of this knowledge when conveying their meaning. Timeframe: day 1, morning and afternoon.

Block 2 – Technology:

Second block will present the current state of technology regarding localization with a brief presentation of the tools that are behind the process of localization. It will also present the various elements that comprise the localization process of a videogame, from the original concept of a game to the marketing. Two dedicated modules will be given: the first one on the challenges presented by machine translation in the field and the second on how the artistic component (texture, entities, and the like) intertwine with the localization process. In the afternoon workshop, students will be presented with an example of in-game text from videogame Rimworld, which will be discussed and examined collectively in a dedicated workshop. Students will then be divided into groups for the next day workshop session. Timeframe: day 2.

Block 3 – Workshop:

The third block will see the groups encouraged to think of a videogame concept according to the elements discussed in block 1 and block 2. According to the competences of each group of students, this can be a simple concept or evolve into a full-fledged small game to be evaluated. In the afternoon, groups will decide the collective assessment. Timeframe: day 3.

Restitution session:

Students will present their collective assessment to the class, which then will be discussed. A final round-up dialogical session will be held. Each student will then propose their argument for the individual assessment. Timeframe: day 4, morning.

Erwartete Vorkenntnisse

Knowledge of the game Rimworld from Ludeon Studios is strongly encouraged for the workshop on block 2.

A prior knowledge of game engine Unity is a plus.

Literatur

Hand-outs will be provided beforehand to the students for texts not available in English; additional references will be made available during the course.

Prüfungsinformationen

Im Fall von online durchgeführten Prüfungen sind die Standards zu beachten, die die technischen Geräte der Studierenden erfüllen müssen, um an diesen Prüfungen teilnehmen zu können.

Prüfungsmethode/n

The course features a twofold final assessment. Students will provide a collective assessment according to what will be decided in block 3 (worth 40% of the mark) and produce a written essay on the course topics (worth 50% of the mark). The final 10% of the grade are shaped by student participation.

Prüfungsinhalt/e

Collective assessment (40%): 

In teams of at least three people, the course participants will either develop the game concept presented in block 3 in an actual short game, a demo, a level, or a vertical slice; or provide a research on a particular game from a collective and interdisciplinary point of view. Each team will have to provide a written summary (300 words) of their assessment.

Individual assessment (50%):

In the individual assessment, students will choose and examine a case study in videogame localization, either positive or negative, analyse it according to the knowledge gained in the seminar, and produce a written essay (2000 words) to convey the result of their research.

Participation (10%)

Beurteilungskriterien/-maßstäbe

Criteria relevant for the grading of the collective assessment:

  • Interdisciplinarity and collective contribution to the assessment
  • Creativity (in case of a short game)
  • Usage of examples from existing games (in case of presentation)
  • Mastering of the chosen way to present the collective assessment, be it everything from a Power Point presentation to an actual videogame if team has adequate competences
  • A proper bibliographical listing of sources considered

Criteria relevant for the grading of the individual assessment:

  • Level of research on the chosen case study
  • Understanding of the phases of the localization process
  • Demonstration of reflection and critical thinking in respect to both videogames and individual branch of knowledge
  • Ability to construct an argument in a coherent, structured, and logical fashion
  • Reliance on additional academic resources besides those presented in the course
  • Upholding proper standards regarding the formal features and citations of the AAU Department of English
  • A proper bibliographical listing of sources considered

Criteria relevant for the grading of student participation:

  • Attendance
  • Contributions to discussions
  • Openness to interdisciplinary perspectives

Beurteilungsschema

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