Gaming: Industry & Culture (BCI 2) - TFT00041I
- Department: Theatre, Film, Television and Interactive Media
- Credit value: 20 credits
- Credit level: I
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Academic year of delivery: 2022-23
- See module specification for other years: 2024-25
Module summary
This module ask you to reflect 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
At the end of this module you will:
- 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
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.