Critical Game Studies
Code | School | Level | Credits | Semesters |
INCM4111 | School of International Communications | 4 | 20 | Spring China |
- Code
- INCM4111
- School
- School of International Communications
- Level
- 4
- Credits
- 20
- Semesters
- Spring China
Summary
This module introduces students to some of the key contemporary debates to the studies of humanities with special attention to the field of critical game studies, providing students with a grounding in various theories and approaches. Topics include the evolving imagining of the future and conceptions of utopia, videogames as ideational spaces, the changing configurations of global capitalism with an emphasis on immaterial labour and the potential for counter-practices therein (such as postcolonial play and queer gaming), the reimagination of the relationship among humans, nonhumans, and technology, as well the ways in which videogames challenge linear time and notions of endings.
In keeping with the research-led nature of the module, the assessments seek to develop students' skills in finding and interpreting information in order to address the questions raised in lectures, readings and seminars. The module will have a lecture/seminar structure. Lectures will introduce historical and socio-political contexts, theories and case studies, with seminars focused on small group discussion and the development of students' projects. Mid-way through the module, students will be required to produce a report in the form of an audio/visual recording on their progress so far in preparation for the module’s main project. The main project will require students to develop a project (equivalent of 3,000 words) with a reflection on how and why the student has incorporated theories and approaches encountered in the module into the project (2,000 word reflection).
Please note: This module is assessed at the end of Spring semester. Re-sit exams are scheduled normally in the summer and can take the same form as the missing/ failed component of the assessment (exam, essay etc.) or other form, as decided by the School.
Target Students
Students enrolled in the MA in International Communications.
Classes
- One 2-hour seminar each week for 10 weeks
- One 1-hour lecture each week for 10 weeks
Assessment
- 25% Report: 1,500 words
- 75% Project: Equivalent 3,000 words + 2,000 words
Assessed by end of spring semester
Educational Aims
This module aims to introduce students to contemporary theoretical approaches to the studies of humanities. The module aims to develop student's analytical skills through assessments that encourage critical reflection on problems of contemporary society in and through videogames.Learning Outcomes
By the end of the module, students should be able to:
Knowledge:
1. Explain and critically engage with theories and approaches related to critical game studies, understand the complex entanglements of videogames with structures of power as well as the possibilities that emerge from videogames to challenge such structural forces.
2. Gather, process and evaluate information from a variety of textual, audio-visual and electronic sources, as well as understand concepts and ideas on one hand, and relate them to specific problems on the other.
3. Ability to evaluate the complex and diverse character of human societies and the multiple forces of change and continuity within them.
4. Express themselves clearly, coherently and fluently in writing and orally.
Application:
5. Use IT to access sources and information, make use of them to complete assignments.
6. Manage large, disparate and often incomplete bodies of information.
7. Consider and make decisions about the feasibility of different approaches in various situations.
Conveners
- Dr Alexandre Paquet