Module Descriptors
GAMES STUDIES 3
SOCY50423
Key Facts
School of Justice, Security and Sustainability
Level 5
15 credits
Contact
Leader: Rainer-Elk Anders
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 102
Total Learning Hours: 150
Assessment
  • ESSAY weighted at 100%
Module Details
ADDITIONAL ASSESSMENT DETAILS
Essay 3000 words weighted at 100% (Learning Outcomes 1, 2, 3, 4)
INDICATIVE CONTENT
It’s easy to think of computer games as being a western entertainment form, but globally they advance on a variety of platforms and technologies. In this fast moving area of study there is a great complexity and opportunity to study a wide range of topics, this module will analyse a variety of sociological issues dealing with the identifying and discussing players globally within the games industry.

Representation and cultural impacts of this global entertainment force are an exciting aspects ripe form critical evaluation and closer study.
LEARNING STRATEGIES
1 x 2hr Workshop
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
Baba, Norio et al eds. (2007) Advanced intelligent paradigms in computer games, Berlin: Springer.
Fine, Gary Alan (1983) Shared fantasy: Role-playing games as social worlds, Chicago: University of Chicago Press.
Fromme, Johannes et al eds. (2012) Computer games and new media cultures: A handbook of digital games studies, Dordrecht: Springer.
Jones, Steven E. (2008) The meaning of video games: Gaming and textual strategies, London: Routledge.
Juul, Jesper (2010) A casual revolution: Reinventing video games and their players, Cambridge: MIT Press.
LEARNING OUTCOMES
1. DEMONSTRATE KNOWLEDGE AND UNDERSTANDING OF KEY THEORETICAL PERSPECTIVES ON REPRESENTATION OF THE PLAYERS OF GAMES IN MODERN CULTURE.
[Knowledge and Understanding]

2. APPLY CONCEPTUAL MATERIAL LEARNED TO ANALYSE HOW SELECTED ASPECTS OF SOCIAL REALITY INFLUENCE COMPUTER GAMES, WITH A FOCUS ON GAMES CULTURES AND GAMES NARRATIVE
[Analysis; Reflection]

3. CRITICALLY EVALUATE THE REPRESENTTION OF SOCIAL ISSUES IN THE GAMING WORLD AND GAMING INDUSTRY.
[Analysis; Reflection; Enquiry; Problem Solving]

4. WRITE COHERENTLY AND FOLLOWING NORMAL ACADEMIC CONVENTIONS ABOUT IDEAS, THEORIES AND PARTICULAR CASES.
[Communication]