Module Descriptors
INTRODUCTION TO REALISM IN GAMES AND MILITAINMENT
GAME40361
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Stephen Webley
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • COURSEWORK weighted at 50%
  • COURSEWORK weighted at 50%
Module Details
Module Special Admissions Requirements
None.
Module Resources
None
Module Texts
Space Time Play: Computer Games, Architecture and Urbanism - the Next Level
by Friedrich von Borries (Editor), Steffen P. Walz (Editor), Matthias Bottger (Editor)
978-3764384142
Publisher: Birkhauser Verlag AG Paperback - 1 Sep 2007

Video Game Spaces: Image, Play, and Structure in 3D Worlds
by M Nitsche
978-0262141017
Publisher: MIT Press Hardcover - 13 Jan 2009

The Ethics of Computer Games
by M Sicart
978-0262012652
Publisher: MIT Press Hardcover - 2 Jun 2009

Persuasive Games: The Expressive Power of Videogames
by Ian Bogost (Author)
978-0262026147
Publisher: MIT Press Hardcover - 3 Aug 2007

Joystick Soldiers (Paperback)
by Nina B. Huntemann (Editor), Matthew Thomas Payne (Editor)
978-0415996600
Publisher: RoutledgePaperback - 6 Aug 2009

Ethics and Game Design
by K Schrier & D Gibson
978-1615208456
Publisher: Information Science Reference Hardcover - 15 Mar 2010
Module Indicative Content
Students will study

- Realistic interpretations of History
- Serious Games Design Skills
- Sport games
- Realistic Narrative
- Realistic Audio
- Discussion on Game Violence
- Realistic Time & Space
- Marketing & Audiences for Realistic Games
- Games as Art
- Psychology and Play
- Militainment and its role in games design
- Making Militainment
Module Additional Assessment Details
An assignment and milestone weighted at 50%
This assignment includes
- A written 1000 word milestone
- A written 2000 word assignment
Assessing learning outcomes 1, 2 and 3.

An assignment and milestone weighted at 50%
This assignment includes
- A practical milestone
- A written 2000 word assignment

Assessing learning outcomes 1 and 4
Module Learning Strategies
3 hour lecture/tutorial per week delivered as 8 weeks intensive Lecture/Tutorial followed 4 weeks of surgery sessions each semester.
Module Learning Outcomes
1) DEMONSTRATE A KNOWLEDGE AND UNDERSTANDING OF THE ROLE OF REALISM IN COMPUTER GAME GENRES
Knowledge & Understanding

2) COMMUNICATE A LOGICAL AND COHESIVE DESIGN FOR A REALISTIC COMPUTER GAME
Communication

3) INVESTIGATE THE INDUSTRY REQUIREMENTS FOR CREATING A SUITABLE REALISTIC GAME AND RESEARCH MARKET EFFECTIVENESS
Enquiry

4) DESIGN AND DOCUMENT A DIGITAL MILITAINMENT PRODUCT OR A SERIOUS GAME AND/OR SIMULATION PRODUCT
Application
Problem Solving

Web Descriptor
This module examines how games and reality coincide. You will study how games and play inform reality and how they create culture and effect our lives. We will examine what it means to play your favourite games and how and why they have been developed and marketed. We will also look at specific genres, including military based games, science-fiction, fantasy and horror games and how they function in terms of realism and mechanics.