Module Descriptors
GAMES STUDIES 4
GAME50430
Key Facts
Digital, Technology, Innovation and Business
Level 5
15 credits
Contact
Leader: Esther Maccallum-Stewart
Hours of Study
Scheduled Learning and Teaching Activities: 24
Independent Study Hours: 126
Total Learning Hours: 150
Assessment
  • ESSAY weighted at 100%
Module Details
ASSESSMENT DETAILS
Assignment 3000 words weighted at 100% (Learning Outcomes 1, 2, 3)
INDICATIVE CONTENT
The module will analyse a variety of sociological issues dealing with both the representation of characters within games – in both eastern and western computer games.

In this fast moving area of study there is a great complexity and opportunity to study a wide range of topics.
RESOURCES
The library and e-brary
Blackboard
Lecture and seminar rooms with Powerpoint presentation and DVD playback facilities
Seminar rooms suitable for group work
PCs with student access to email, internet and word-processing
TEXTS
Kirkpatrick, Graeme (2013) Computer games and the social imaginary, Cambridge: Polity.
Mäyrä, Frans (2008) An introduction to game studies: Games in culture, London: SAGE.
MacCallum-Stewart, E. (2015). Online Games, Social Narratives (Routledge Studies in New Media and Cyberculture). : Routledge .
Perron, Bernard et al eds. (2003) The video game theory reader, New York: Routledge
Perron, Bernard et al eds. (2009) The video game theory reader 2, New York: Routledge.
Surman, David (2010) The videogames handbook, London: Taylor & Francis.
Wolf, Mark and Bernard Perron (2014) The Routledge companion to video game studies, New York: Routledge.
LEARNING OUTCOMES
1. UNDERSTAND THE LIMITS OF KEY THEORETICAL PERSPECTIVES ON REPRESENTATION IN MODERN COMPUTER GAMES.
[Learning]

2 DEMONSTRATE KNOWLEDGE AND UNDERSTANDING OF DIFFERENT CULTURAL REPRESENTATIONS IN COMPUTER GAMES.
[Knowledge and Understanding]

3. WRITE COHERENTLY AND FOLLOWING NORMAL ACADEMIC CONVENTIONS ABOUT IDEAS, THEORIES AND PARTICULAR CASES.
[Communication]
Module Learning Strategies
UPDATE HOURS ONLY
Web Descriptor
This semester we turn to the ways in which games impact popular culture in a broader sense, by examining how types of gaming such as Pervasive Games, Escape Rooms, Live Action Roleplay and Roleplaying Games influence the world around us. Students will also learn how to present bids, and to pitch to a non gaming audience.