Module Descriptors
GAMES IN CONTEXT
GAME40440
Key Facts
Digital, Technology, Innovation and Business
Level 4
15 credits
Contact
Leader: Christopher Payne
Hours of Study
Scheduled Learning and Teaching Activities: 60
Independent Study Hours: 90
Total Learning Hours: 150
Assessment
  • RESEARCH REPORT weighted at 50%
  • GAME ANALYSIS weighted at 25%
  • FINAL PITCH OF GAME PROTOTYPE AND RESEARCH weighted at 25%
  • ESSAY weighted at 50%
  • PRESENTATION weighted at 50%
Module Details
INDICATIVE CONTENT
This module explores the context of the video game development industry and its social, cultural, technological and economic components. The module also explores the evolution of video games and their relationship with the world in which we live. Students will consider the way that games drive innovation and influence many other areas of the creative economy.

Topics include.
The user and the social culture
Creativity and interdisciplinary digital art related to games.
The digital technology industry and significant trends

Type of game company
The video game market
Application areas
Wider cultural context

Research and analysis methodologies
Game analysis
Promotion
Presentation Formats
Audiences
Conclusion and evaluation methods
LEARNING STRATEGIES
3 Hour Lecture per week
LEARNING OUTCOMES
1. Discuss the development of the video game industry and the theories that underpin the medium, through historic and contemporary precedents Enquiry
2. Evaluate the relationship between social, cultural, technological and economic factors that influence the games development industry, their products and audiences Reflection
3. Analyse a contemporary video game, highlighting the way technology, society and culture are reflected through the style, gameplay and promotion of the game Analysis
4. Present a body of research that reflects the theories and practices of contemporary video games development, culture and context. Communication
RESOURCES
americangaming.org American Gaming Association All sections (General Reference)
cga.globa Casual Games Association: CGA All sections (General Reference)
igda.org IGDA – International Game Development Association (General Reference)
seriousgamesinstitute.co.uk Serious games institute All sections (General Reference)
theesa.com Entertainment Software Association All sections (General Reference)
tiga.org TIGA – Representing the Game Industry All sections (General Reference)
TEXTS
CRAWFORD, G. (2012) Video Gamers. London: Routledge.
T. (2010) Replay: The History of Video Games. Hove: Yellow Ant Media.
EGENFELDT-NIELSEN, S., HEIDE-SMITH, J. & PAJARES TOSCA, S. (2008) Understanding Videogames. London: Routledge. GERE, C. (2008). Digital Culture. London: Reaktion Books.
JENKINS, H. (2009). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. Cambridge, MA: MIT Press.
JENKINS, H. (2006). Fans, Bloggers, and Gamers. Exploring Participatory Culture. New York: NYU Press.
JUUL, J. (2005) Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA:The MIT Press.
KERR, A. (2006) The Business and Culture of Digital Games. Gamework/Gameplay. London: SAGE.
LOGUIDICE, B. & BARTON, M. (2014) Vintage Games. Focal Press.
MELISSINOS, C. & O'ROURKE, P. (2012) The Art of Video Games. London: Welcome Enterprises Inc.
NEWMAN, J. (2008) Playing with Videogames. London: Routledge.
WEB DESCRIPTOR
Although the first video games were created less than 50 years ago, the industry has grown rapidly in recent decades and games are now a part of our daily lives. There are millions of people around the world who are active players of video games. While most play for entertainment, there is a growing number who use games as a form of social interaction as well as play.

Spanning the cultural, creative and technology industries, video games are a vibrant sector with growth that has surpassed the rest of the economy. As well as providing considerable social and cultural value, and contributing to the economic and social well-being of society in general, the video games industry continues to grow and offer diverse opportunities.

Upon successful completion of this unit, students will be able to identify the current situation in the development of games, and analyse the factors that contribute to the evolution of the industry and define the aesthetic and technological characteristics of video games. In addition, students will be able to associate the skills necessary to work within the industry and their relationship to the theories and practices that underpin the development of the medium
ASSESSMENT DETAILS
Research Report – Evaluating the relationship between social, cultural, technological and economic factors that influence the games development industry, their products and audiences (LO1 & 2) Weighting 50%

• Game Analysis - Analyse a contemporary video game, highlighting the way technology, society and culture are reflected through the style, gameplay and promotion of the game (LO3): This is within the Adobe Express page for project 3 Weighting 25%

• Final pitch of game prototype and Research (LO4) – In combination with Unit 1 & 23: This is a video recorded presentation in which learners will pitch their research and game prototype complete for the wellbeing project brief. Research will be the focus for this unit and how it was used to impact the project. Weighting 25%