Accessibility statement

Gaming: Industry & Culture - TFT00066H

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  • Department: Theatre, Film, Television and Interactive Media
  • Credit value: 20 credits
  • Credit level: H
  • Academic year of delivery: 2023-24

Module summary

This module critically reflects upon the content, mechanics, and production processes of videogames today, exploring not only the texts of videogames themselves (narratives, images, and worlds), but also the way in which players interact with these games, as well as the industrial models that produce them.

Module will run

Occurrence Teaching period
A Semester 2 2023-24

Module aims

The module aims to:

  • Introduce key video game theory concepts and debates.
  • Provide an understanding of production and consumption processes of videogames.
  • Explore the relationship between theory and practice in the context of videogame development and player experience.
  • Furnish knowledge of video game industry structures, codes and conventions

Module learning outcomes

By the end of the module you should be able to:

  • 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
  • Explore the relationship between theory and practice in the context of game development and game culture
  • Evaluate key elements, codes and conventions in digital representations
  • 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

Additional assessment information

MA students will be given the same assessment but 5000 words instead.

A short formative exercise will be included within seminars.

Indicative reassessment

Task % of module mark
Essay/coursework 100

Module feedback

You will receive oral feedback during the seminar sessions.

You 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 in line with standard University turnaround time.

Indicative reading

Dyer-Witheford, N. and De Peuter, G. (2009). Games of Empire. Minneapolis: University of Minnesota Press.

Jorgensen, K. (2014). Gameworld Interfaces. Cambridge, MA: MIT Press.

Kowert, R. and Quandt, T. (2020). The Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games. London & New York: Routledge.

Milburn, C. (2018). Respawn: Gamers, Hackers, and Technogenic Life. Durham & London: Duke University Press.

Wark, M. (2007). Gamer Theory. Cambridge, MA: Harvard University Press.



The information on this page is indicative of the module that is currently on offer. The University constantly explores ways to enhance and improve its degree programmes and therefore reserves the right to make variations to the content and method of delivery of modules, and to discontinue modules, if such action is reasonably considered to be necessary. In some instances it may be appropriate for the University to notify and consult with affected students about module changes in accordance with the University's policy on the Approval of Modifications to Existing Taught Programmes of Study.