Gaming: Industry & Culture - TFT00066H
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 2024-25 |
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.