Module Descriptors
COMPUTER GAMES IN SOCIETY & THE WORKPLACE
GAME30245
Key Facts
School of Digital, Technologies and Arts
Level 3
15 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 36
Independent Study Hours: 114
Total Learning Hours: 150
Assessment
  • COURSEWORK weighted at 100%
Module Details
Module Additional Assessment Details

Portfolio of tutorial work. (LO 2, 3 and 4)
A 1000 word report on the impact of a particular piece of technology on a particular part of society. (LO 1, 4)
Presentation of the report (LO 3)
Module Learning Strategies
1 x 1 hour lecture / tutorials and 1 x 2 hour practical per week.
1:n (1:20)2
Self directed study and research.
Module Resources
The Project Handbook
The Library
IS and Faculty laboratories with Internet access, and Blackboard.
Module Special Admissions Requirements
None

Module Texts
Playing the Past: History and Nostalgia in Video Games (Paperback), 2008, Zach Whalen (Editor), Laurie N. Taylor (Editor) ISBN-10: 0826516017 ISBN-13: 978-0826516015


Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time: An Insider Look at the ... and the Most Influential Games of All Time (Paperback), 2009, Bill Loguidice (Author), Matt Barton (Author)ISBN-10: 0240811461 ISBN-13: 978-0240811468


Module Indicative Content
The role and effect of computer games upon society, business and industry.
The history of computer games.
Understanding personal marketing and networking in the games industry.
Professional, moral, ethical and legal issues associated with computer games in society.
Production of a relevant, personal portfolio of work including:
Presentation skills, report writing, CVs, research and interpretation of knowledge, reflection and critical evaluation.