Module Learning Strategies
1 x 30-minute lecture and 1 x 1-hour practical per week, for 24 weeks, across semesters one and two
Total contact time - 36 hours
Self-directed study and research - 114 hours
Key Information Set Data:
24% scheduled learning activities
76% guided independent study
Module Texts
Barton, M., Loguidice, B., (2009) Vintage Games: An Insider Look at the History of Grand Theft Auto, Super Mario, and the Most Influential Games of All Time. London: Focal
Whalen Z., Taylor, L.,(eds) (2008) Playing the Past: History and Nostalgia in Video Games. Nashville: Vanderbilt University Press
Module Indicative Content
The role and effect of computer games in and on 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.
Module Resources
Library
Blackboard
Media centre
Wi-fi on campus
Module Additional Assessment Details
A portfolio of tutorial work. (LO 2, 3 and 4)
A 1500 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)
Key Information Set data:
100% coursework