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Gaming: Industry & Culture (MACCI) - TFT00100M

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  • Department: Theatre, Film, Television and Interactive Media
  • Credit value: 20 credits
  • Credit level: M
  • Academic year of delivery: 2023-24
    • See module specification for other years: 2024-25

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

This 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 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

Additional assessment information

A short formative exercise will be included within seminars

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 within standard university turnaround times.

Indicative reading

Nick Dyer-Witheford and Greig de Peuter, Games of Empire. Minneapolis: University of Minnesota Press, 2009.
Kristine Jorgensen, Gameworld Interfaces. Cambridge, MA: MIT Press, 2014.
Rachel Kowert and Thorsten Quandt, The Video Game Debate 2: Revisiting the Physical, Social, and
Psychological Effects of Video Games.
London & New York: Routledge, 2020.
Colin Milburn, Respawn: Gamers, Hackers, and Technogenic Life.Durham & London: Duke University Press, 2018.
McKenzie Wark, Gamer Theory. Cambridge, MA: Harvard University Press, 2007.



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.