DOC PREVIEW
Stanford STS 145 - History of Computer Game Design

This preview shows page 1 out of 2 pages.

Save
View full document
View full document
Premium Document
Do you want full access? Go Premium and unlock all 2 pages.
Access to all documents
Download any document
Ad free experience
Premium Document
Do you want full access? Go Premium and unlock all 2 pages.
Access to all documents
Download any document
Ad free experience

Unformatted text preview:

STS 145. History of Computer Game Design. Case History Grade Sheet.NAME: TOPIC:Introduction. 5 points. Clearly introduces the game, people and companies involved in the case history. Does this within flow of narrative, no separate sidebars, "credit boxes" or bulleted lists. Includes enough historical and contextual information to "set the stage" for the case history. Bottom line: It is clear to the reader what the topic will be, and the “who, what, when, where, why” of the story is likewise clearly presented.Narrative. 20 points.- Story. (15 points). HiSTORY is in part story: The narrative flows in a logical and readable fashion, presenting essential facts in a logical sequence. Stays on topic and does not lose the topic on tangential issues. Not just a review of the game or impressions of it.- Sources. (5 points). Sources are appropriate, inform the narrative, and are correctly cited. Makes use of class discussions and readings where relevant. Bibliography is on topic and citations are clearly presented.Analysis. 20 points. This is your interpretation of the events described in the case history, your argument to explain why things happened the way they did. It can be a distinct section of the paper, or it can be woven into thenarrative. The analysis specifies technological, cultural, or business factors that were significant in the case history, and explains how these factors determined, influenced or affected the events described in the narrative. It also should make it clear why the case history is interesting or important in the context of issues we discussed or read about in the course, or new issuesraised by the case history itself.Excellence. 5 points. Did the case history include interviews as a source,and were they used well? Did the case history include visual elements (screenshots, photographs, images) that added to the story? Did the case history stand out as being creative or well-written? Did the author make thoughtful references to lectures, readings, or class discussions? Bottom line: The writer made an effort to bring something special into the paper andsucceeded in doing it.COMMENTS:Henry Lowood, 10 March


View Full Document

Stanford STS 145 - History of Computer Game Design

Documents in this Course
Load more
Download History of Computer Game Design
Our administrator received your request to download this document. We will send you the file to your email shortly.
Loading Unlocking...
Login

Join to view History of Computer Game Design and access 3M+ class-specific study document.

or
We will never post anything without your permission.
Don't have an account?
Sign Up

Join to view History of Computer Game Design 2 2 and access 3M+ class-specific study document.

or

By creating an account you agree to our Privacy Policy and Terms Of Use

Already a member?