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	<title>gamestate &#187; CCT</title>
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	<description>All games are serious games, but some games are more serious than others.</description>
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		<title>Spring semester</title>
		<link>http://www.gamestate.org/2010/11/spring-semester/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=spring-semester</link>
		<comments>http://www.gamestate.org/2010/11/spring-semester/#comments</comments>
		<pubDate>Thu, 04 Nov 2010 16:36:40 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Courses]]></category>
		<category><![CDATA[Georgetown]]></category>
		<category><![CDATA[CCT]]></category>
		<category><![CDATA[spring]]></category>

		<guid isPermaLink="false">http://www.gamestate.org/?p=748</guid>
		<description><![CDATA[I&#8217;m happy to announce that this spring, I&#8217;ll become a Visiting Assistant Professor of Communication, Culture, and Technology at Georgetown University. I&#8217;ll be offering the following two graduate courses: Exploring Synthetic Worlds Synthetic worlds &#8212; persistent, networked 3D spaces that mimic certain aspects of reality &#8212; are increasingly popular sites for work and play. This [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m happy to announce that this spring, I&#8217;ll become a Visiting Assistant Professor of Communication, Culture, and Technology at Georgetown University.  I&#8217;ll be offering the following two graduate courses:</p>
<p><strong>Exploring Synthetic Worlds</strong></p>
<blockquote><p>Synthetic worlds &#8212; persistent, networked 3D spaces that mimic certain aspects of reality &#8212; are increasingly popular sites for work and play.  This course investigates the social, cultural, scientific, and political implications of virtual worlds and persistent massively multiplayer environments.</p></blockquote>
<p><strong>Hacking Critical Theory</strong></p>
<blockquote><p>This course will examine the practice of critical theory in the 20th and 21st centuries, especially as it relates to technology.  We will consider a broad swath of Western thought, ranging from Marx and Nietzsche to Avital Ronell and Slavoj Zizek.  Drawing on their individual interests in contemporary digital technologies and associated cultural practices, students will engage the praxis of critique by reverse-engineering critical theories of their own.</p></blockquote>
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		<title>CCTP-628: Interactivity, Immersion, and Play</title>
		<link>http://www.gamestate.org/2009/03/cctp-628-interactivity-immersion-and-play/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=cctp-628-interactivity-immersion-and-play</link>
		<comments>http://www.gamestate.org/2009/03/cctp-628-interactivity-immersion-and-play/#comments</comments>
		<pubDate>Thu, 26 Mar 2009 22:08:54 +0000</pubDate>
		<dc:creator>Garrison</dc:creator>
				<category><![CDATA[Courses]]></category>
		<category><![CDATA[Georgetown]]></category>
		<category><![CDATA[CCT]]></category>
		<category><![CDATA[CCTP]]></category>
		<category><![CDATA[Immersion]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[Play]]></category>

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		<description><![CDATA[Here&#8217;s a course description for the new graduate course I&#8217;ll offer next fall at Georgetown. Frankly, the course is a work–in–progress, and so the semester is still a bit blurry. Still, I&#8217;m excited about the early drafts of a syllabus, which will draw on Samuel Taylor Coleridge, robotic vacuums, gospel choirs, Aristotle, horror films, Star [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s a course description for the new graduate course I&#8217;ll offer next fall at Georgetown.  Frankly, the course is a work–in–progress, and so the semester is still a bit blurry.  Still, I&#8217;m excited about the early drafts of a syllabus, which will draw on Samuel Taylor Coleridge, robotic vacuums, gospel choirs, Aristotle, horror films, <em>Star Trek</em> fans, and <em>Grand Theft Auto IV</em> (among others).</p>
<p>Fall 2009 Garrison LeMasters <br />
<strong>CCTP-628 Interactivity Immersion + Play</strong></p>
<p>Is interactivity a property of the medium, or a perception of the user?  How do the affordances of immersive technologies resituate our experience of the world?  Is play an inherently innovative or derivative activity?</p>
<p>Interactivity, Immersion, and Play are three of the most widely-cited, but poorly understood, affordances of “new media.”  With an emphasis on video games, simulative technologies, and “2.0” narrativity, this synthetic course will consider these three interrelated concepts from a variety of disciplinary perspectives, including the historical, philosophical, rhetorical, technical, and aesthetic.  We will weigh theory against praxis, supplementing scholarly and philosophical texts with weekly case studies of interactive technologies, immersive environments, and playful design.</p>
<p>During the semester, students will write and publish a work of interactive fiction (IF) using Inform, a natural-language design system.</p>
<p>The course will culminate in the public presentation of experimental interactive installations designed and built by the students.</p>
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