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Gaming: Industry & Culture (MACCI) - TFT00080M

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  • Department: Theatre, Film, Television and Interactive Media
  • Credit value: 20 credits
  • Credit level: M
  • Academic year of delivery: 2022-23
    • See module specification for other years: 2023-24

Module summary

This module critically reflects 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

  • Explore key video game theory concepts and debates
  • Provide you with an advanced 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

By the end of this module you will

  • Develop an advanced understanding of  key video game theory concepts and debates
  • Analyse in-depth aspects of the game culture and industry and formulate corresponding arguments; e.g. critically engage with ideas of representation in games
  • Understand  in detail 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 and apply the relationship between theory and practice in the context of game development and game culture
  • 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.



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.