JWST275 / ENG275-2
Representation and Appropriation in U.S. Video Game Narratives

What stories do U.S. video games tell us, and whose stories are they to tell? In this course, we will survey the history of narrative video games in the U.S., from the 1980s to the present, paying particular attention to how games represent gender, ethnicity, religion, and class. We will explore the way that games allow for identification across difference; the significant contributions of American Jewish game developers; and the prevalence of exoticism, cultural appropriation, and misogyny in the history of the medium. Games we will consider, in whole or in part, include Silas Warner’s Castle Wolfenstein (1981) and its many sequels, Jordan Mechner’s Karateka (1984) and The Prince of Persia (1989), Freedom! (1993), Grand Theft Auto: San Andreas (2004), Sean Vanaman and Jake Rodkin’s The Walking Dead (2013), David Cage's Detroit: Become Human (2018); Neil Druckmann and Halley Gross’ The Last of Us, Part 2 (2020), Zak Garriss’ Life Is Strange: True Colors (2021), and Meredith Gran’s Perfect Tides (2022). We will consider game studies scholarship and criticism by Akil Fletcher, Jacob Geller, Cameron Kunzelman, Julian Lucas, Soraya Murray, Gene Park, Amanda Phillips, and Anita Sarkeesian, among others, and students will be expected to write several analytical or research essays. Fulfills the English Department’s Diversity of Literatures in English requirement.

Units: 1

Max Enrollment: 15

Crosslisted Courses:

Prerequisites: None.

Instructor: Lambert

Distribution Requirements: LL - Language and Literature

Typical Periods Offered: Every other year; Spring

Semesters Offered this Academic Year: Spring

Notes: