Department: Theatre, Film, Television and Interactive Media
Credit value: 20 credits
Credit level: H
Academic year of delivery: 2022-23
See module specification for other years:
2023-242024-25
Module summary
A humanities module continuing your critical reflection 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.
Module will run
Occurrence
Teaching period
A
Spring Term 2022-23
Module aims
Introduce key video game theory concepts and debates
Provide you with an understanding of production and consumption processes of video games
Explore the relationship between theory and practice in the context of game development
By the end of the module, you will be able to demonstrate knowledge of video game industry structures, codes and conventions
Module learning outcomes
Subject content:
Understand key video game theory concepts and debates
Analyse aspects of the game culture and industry and formulate corresponding arguments; e.g. critically engage with ideas of representation in games
Understand competing theoretical stances to analysing the video game artefact, production processes and the consumption of video games and critically think about game culture and how it affects society and the individual
Be able to explore the relationship between theory and practice in the context of game development and game culture
Academic and graduate skills:
Be able to evaluate key elements, codes and conventions in digital representations
Be able to analyse theoretical texts and apply theory to other media texts
Critique the role theory plays in the production of digital media artefacts
Indicative assessment
Task
% of module mark
Essay/coursework
100
Special assessment rules
None
Indicative reassessment
Task
% of module mark
Essay/coursework
100
Module feedback
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.
Indicative reading
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.