CCI10040 Video Games: History, Technology, and Culture

Academic Year 2023/2024

This module introduces the history, technology, and culture of video games, from how they developed, how they work and how we interact with them, to a broader examination of the industry and video game culture. Video games incorporate visuals, audio, narrative and gameplay mechanics to form holistic experiences: this module presents an overview of these creative elements and the technology used to combine them into cohesive, interactive experiences. Digital games developed within a historical context that students will explore using a range of analytical tools from media, technology and cultural studies, in order to interrogate relationships between gaming and wider culture.
Topics covered in the module include: Video games and algorithmic culture, the ethical considerations of designing, creating and selling video games, representation of race, gender and sexuality in gaming, digital distribution services like Steam, new technologies and gaming, and the role of video games in the future.

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Curricular information is subject to change

Learning Outcomes:

In this course students will:
● Undertake close study of the history and development of video games
● Develop an understanding of the interdisciplinary nature of game studies and video games themselves
● Investigate a number of scholarly approaches to the history and socio-cultural significance of video games
● Become familiar with the practical and theoretical issues that face contemporary video game artists, composers, designers, and industry professionals
● Inspect the relationships between game designers and players, and how they are mediated through video game interactivity
● Develop an understanding of the historical and sociocultural significance of human-computer interaction through video games
● Examine the changing patterns of video game consumption and audience interaction in terms of algorithmic culture, audience participation and the rise of digital distribution services
● Develop the ability to write about video games, interactive art, video game culture, and the video game industry fluently and confidently

Student Effort Hours: 
Student Effort Type Hours
Lectures

24

Specified Learning Activities

45

Autonomous Student Learning

51

Total

120

Approaches to Teaching and Learning:
Lectures.
Discussion.
Critical writing.
Introduction to basic game design.
 
Requirements, Exclusions and Recommendations

Not applicable to this module.


Module Requisites and Incompatibles
Not applicable to this module.
 
Assessment Strategy  
Description Timing Open Book Exam Component Scale Must Pass Component % of Final Grade
Assignment: Written assignment with interactive component Week 11 n/a Graded No

60

Assignment: Written assignment with interactive component Week 6 n/a Graded No

40


Carry forward of passed components
Yes
 
Resit In Terminal Exam
Summer No
Please see Student Jargon Buster for more information about remediation types and timing. 
Feedback Strategy/Strategies

• Feedback individually to students, post-assessment

How will my Feedback be Delivered?

Students will receive written feedback from the lecturer post-assessment.

Name Role
Ms Carla Briggs Tutor
Timetabling information is displayed only for guidance purposes, relates to the current Academic Year only and is subject to change.
 
Spring
     
Seminar Offering 1 Week(s) - 20, 21, 22, 23, 24, 25, 26, 29, 30, 31, 32, 33 Mon 12:00 - 12:50
Seminar Offering 1 Week(s) - 20, 21, 22, 23, 24, 25, 26, 29, 30, 31, 32, 33 Wed 12:00 - 12:50
Spring