- Department: Theatre, Film, Television and Interactive Media
- Credit value: 20 credits
- Credit level: I
- Academic year of delivery: 2024-25
- See module specification for other years: 2022-23
This module ask you to reflect upon the place of interactive media in today’s world, Gaming: Industry and Culture will introduce you to key video game theories, concepts and debates. Each week we will explore a different aspect of gaming, from the use of rules and stories, to the treatment of space and the importance of platforms, to the varying uses to which video games and gaming can be put. Across weekly lectures and seminars we will look at the relationship between theory and practice in video games and game development, and investigate the industrial structures, codes and conventions that shape the way games are made and played.
Occurrence | Teaching period |
---|---|
A | Semester 2 2024-25 |
At the end of this module you will:
Task | % of module mark |
---|---|
Essay/coursework | 100 |
None
Task | % of module mark |
---|---|
Essay/coursework | 100 |
Students will receive oral feedback during the seminar sessions.
Students will receive written feedback on coursework assignments using a proforma identifying key requirements and marks awarded for sections of the assignment. This will be available within 20 working days of submission, except in exceptional circumstances which will be communicated to the students.
Newman, J, 2004, Videogames, Routledge.
Walz, S. P. & Deterding S., 2015, The Gameful World: Approaches, Issues, Applications, The MIT Press.
Salen, K., & Zimmerman, E., 2004, Rules of Play: Game Design Fundamentals, MIT Press.
Dovey, J. & Kennedy H. W., 2006, Game Cultures: Computer Games as New Media, Open University Press.