Module Descriptors
GAMES STUDIES 4
SOCY50428
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
Assignment 3000 words weighted at 100% (Learning Outcomes 1, 2, 3)
INDICATIVE CONTENT
TThe 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.
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
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]