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.