Module: GDT4003-20 Critical Play
Level: 4
Credit Value: 20
Module Tutor: James Newman
Module Tutor Contact Details: j.newman@bathspa.ac.uk
1. Brief description and aims of module:
In this module, you explore, discuss and analyse key themes within game culture and the games industry. In recent years, there has been a steady growth of research and publications on game history. This covers specific platforms, game developers, and game companies. However, while such a detailed interest in gaming’s past is encouraging, the focus on big companies and franchises can result in the loss of important local histories of other regions, players, markets and developers. Informed by seminal work and current trends in game scholarship, this module seeks to reveal 'hidden histories' within game culture and history to provide a more nuanced, global perspective. This approach to game histories encourages you to overcome dominant discourses and develop critical and in depth knowledge in the field of games.
Critical Play encourages you to think about who plays and makes games, who shape which games are made, who games appear to be 'for', and why we get the games we get. As such, you are encouraged to consider vital questions around representation, inclusivity and diversity from both textual and contextual perspectives. You learn about the different ways that games are used as an art form to express personal, political and societal experiences, and about issues such as digital archiving biases in preserving cultural artefacts. We think optimistically about the future, exploring how we can work towards a more open and diverse culture that celebrates stories, developers and players from all backgrounds. As part of this, you gain an ability to analyse and critique a variety of games and practice discussing sensitive and complex topics as a group.
2.Outline syllabus
Outline syllabus
● Game histories
● Games as political/societal/personal expression
● Analysing and critiquing games
● Understanding games in wider cultural contexts
● Archiving and bias in histories
● Accessibility of video games
● Diversity and representation in video games
3.Teaching and learning activities
Class Hours
Seminars on key themes in game culture provide opportunities to develop knowledge through tutor guided discussion and debate. In-class work includes research tasks, group discussion, and creative tasks as a mode of practice-based research.
Independent Learning
You are required to pursue, through independent research, your own topic of interest within game culture and game industries.
Assessment Type: Coursework
Description: Curated exhibition plan and research document (4,000 words)
% Weighting: 100%