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Games and Gaming

A look at Temple University Library's game collections and policies, as well as information for faculty on incorporating gaming in the classroom.

Games at Temple

TU Games Interest Group

The Temple Games Interest Group is an association of Temple faculty and staff interested in video game research and curriculum development at Temple University.

We want to be here for you. If you are interested in the Library adding a game to the collection, you may recommend it be purchased using the request form and writing Video Game, Computer Game, or Tabletop Game in the Other field. 

Also, if you would like to demo a game in class, you are welcome to use the Library's Gaming Den for this purpose.  To reserve this space, visit http://paleystudy.temple.edu/booking/viewing.

Games in Higher Education

University of Michigan Selected Classes/Projects

  • Contemporary Apocalyptic Literature 
    • Assignment: Think about how apocalypse has been depicted in several video game narratives over the decades. Analyze what in-game choices have to say about moral/ethical choices in the game world.
  • Art and Design Cyberfeminism
    • Purpose: To do research on masculinity in games, and do research on differences between masculinity and femininity in video games, or what games target exclusively men and boys and what their strategies are to appeal to them (design, content, etc).

  • Videogame Music

    • Purpose: A general music/music appreciation class, but through the lens of video game music instead of traditional classical or popular music slants. (Is game music popular music?). Development of aural skills through listening, a historical aspect (tracing the evolution of game audio), and a composition component.

Kansas State University

  • Historical Veneers: Anachronism, Simulation and History in Assassin’s Creed II
    • Purpose: To examine and deconstruct the historical inaccuracies present in videogames based on historical events. Students play a few historically themed video games while they read academic articles related to the period or topic that is central to the game. 

Rutgers University

  • Selective Authenticity and the Playable Past
    • Purpose: To examine the intersection between collective memory and political economy or the selling of history; war and culture; video games.