Module Catalogues

Game Industries and Culture

Module Title Game Industries and Culture
Module Level Level 4
Module Credits 5.00
Academic Year 2023/24
Semester SEM2

Aims and Fit of Module

Aims: This module explores the gaming concept and how it has originated and evolved to be one of the significant activities for leisure consumption. It reviews the techniques of the past that have influenced the gaming industry and its artists today. Objectives: Students will gain a broader insight into the history, concept, art, storytelling and aesthetic of gameplay, methodologies and the principles of practice across a number of sub-genres to allow a deep understanding of where the techniques for game development used today derived.

Learning outcomes

A Demonstrate a critical understanding of the historical practices and innovations that have informed the development of gameplay as a global phenomenon B Demonstrate a comprehensive understanding of the contemporary technology used in gaming formats and platforms C Contextualising criticallt the gaming experience and its related applications in both research and industrial environments D Formulate and execute an original research project in the areas of game industries and culture

Method of teaching and learning

Readings, viewings and discussions of pertinent texts addressing key themes from the module; assessment of visual case study materials and creative processes, group discussions, oral presentations.