Digital Cultural Practices
Course code
old course code
Course title in Estonian
Digitaalne kultuuriloome
Course title in English
Digital Cultural Practices
ECTS credits
Assessment form
lecturer of 2022/2023 Spring semester
Piret Viires (language of instruction:Estonian)
lecturer of 2023/2024 Autumn semester
Not opened for teaching. Click the study programme link below to see the nominal division schedule.
Course aims
The aim of the course is to provide knowledge of opportunities and particular features of digital creation of culture.
Develop knowledge on the historical development, types, and manifestation forms of digital literature, new media art, computer games and virtual reality.
Introduce options on how to theoretically analyse different types of digital culture.
Provide skills to analyse different examples of digital culture during seminars and practice work.
Brief description of the course
During the course different opportunities for digital creation of culture are introduced and there is an analysis of the changes that have occurred in the creation of culture due to computer technological developments. Discussion of possible future developmental trends and future scenarios.
In the field of digital literature there will be an overview of the history of digital literature; investigation and analysis of different hyper and cyber texts (including on-line novels, cave-poetry), fan fiction, manifestations of participatory culture in relation to web-based literary phenomena (blogs, literary sites and forums, Facebook, Twitter). Introduction to various theoretical approaches to investigate digital literature.
In the field of visual practices of the new media, the role of the author in telecommunicative and multi-local art will be investigated, as well as multi-sensorial pieces of art and synesthetic developments in the visual arts, multi-user based art and film environments. The blending of artistic and scientific creation in modern art is analysed.
In the field of computer games the history of computer games, game genres and game research is covered, the approaches to research computer games (including ludology, narratology), introduction to main theoretical frameworks for researching games from the perspective of humanities.
During the course the issues of virtual reality will be covered, with the focus on virtuality, virtual reality, augmented reality, and games.
The students will participate in two seminars during the course where they will analyse as a group work various samples of digital literature and new media art. The students will also do a practical exercise using virtual reality.
Learning outcomes in the course
Upon completing the course the student:
- has a systematic overview and enhanced knowledge of the opportunities and particular characteristics of digital creation of culture;
- has knowledge of the historical development, different branches, and forms of manifestation of digital literature, new media art, computer games and virtual reality;
- knows the theoretical analysis options of the different fields of digital culture;
- has practical skills to analyse different fields of digital culture.
Piret Viires