Teaching and learning methods
Teaching methods include
Learning activities include
Relationship between the teaching, learning and assessment methods and the planned learning outcomes
This module will be directed by talks that will broaden your understanding of Games Design & Art and consider practical creative possibilities. The material in this module will allow you to consider areas but not limited to gamification, quantified self, games as art, games a social commentary, serious games, esports and contextual concerns. The learning and teaching activities focus on helping you to investigate, question and analyse the nature of Games Design & Art contexts, related theories and how these influence Games Design & Art practice, including your own. Feedback on your progress and development will be given within the session discussions.
Your thoughts and selection of one key topic presented will be demonstrated through the selection of a research question and the production of an illustrated academic essay with applied Harvard writing conventions.
All talks will be supported and enhanced through the use of guidance and material distributed via our virtual learning environments such as Blackboard, Panopto, Bob National, Library Study Skills Site and Lynda.com.
Study time
Type |
Hours |
Completion of assessment task |
26 |
Wider reading or practice |
90 |
Preparation for scheduled sessions |
10 |
Seminar |
4 |
Lecture |
20 |
Total study time |
150 |
Resources & Reading list
General Resources
Panopto. Panopto Recordings (via Blackboard)
Lynda.com (via Blackboard).
Gamasutra. http://gamasutra
Internet Resources
Digital Culture & Society.
Gamasutra.
Guardian Games.
Academic Skills Hub.
Convergence.
Mobile Media & Communication.
DiGRA (Digital Games Research Association).
New media & Society.
GAME.
Blackboard.
Games Criticism.
Journal Articles
Games and Culture Journal - Games and Culture.
The International Journal of Gaming and Computer-Mediated Simulations (IJGCMS.
Games and Culture.
Textbooks
Bogost, I, (2011). How to Do Things with Videogames,. Minneapolisa: University of Minnesota Press.
Bittanti, M and Quaranta, D (2006). GameScenes: Art in the Age of Videogames. London.: John and Levi:.
Jenish, J. (2008). The Art of the Video Game.. New York: Quirk Books.
Dyer-Witheford, N & de Peuter, G,. (2009). Games of Empire: global capitalism and video games. Minneapolis: University of Minnesota Press.
Rush, M (2005). New Media in Art. London.: Thames and Hudson.
Bissel, T. (2011). Extra Lives: Why Video Games Matter.. London: Vintage.
Bogost, I,. (2007). Persuasive Games: the expressive power of videogames. Cambridge MA: MIT Press.
Rush, M (2005). New Media in Art. London: Thames and Hudson.
Kirkpatrick, G. (2011). Aesthetic Theory and the Video Game. Manchester: MUP.
Nitsche, M,. (2008). Video Game Spaces: image, play, and structure in 3D game worlds. Cambridge MA: MIT Press.
Tavinor, G. (2009). The Art of Videogames.. Oxford: Wiley-Blackwell..
Dovey, J, & Kennedy, H (2007). Game Cultures: computer games as new media. McGraw-Hill Education.
King, G. & Krzywinska, T, (2002). ScreenPlay: cinema/videogames/interfaces. London: Wallflower Press.
Schell, J. (2008). The Art of Game Design: A Book of Lenses. London: CRC.
Chatfield, T. (2011). Fun Inc.: Why Games are the 21st Century's Most Serious Business. London: Virgin Books..
Atkins, B,. (2003). More Than a Game: the computer game as fictional form,. Manchester: University of Manchester Press..
Mäyrä, Frans (2008). An Introduction to Game Studies: games in culture. London: SAGE.
Melissinos, C. (2012). The Art of Video Games: From Pac-Man to Mass Effect.. London: Welcome Enterprises.
Solarski, C. (2012). Drawing Basics and Video Game Art. London: Watson.
McGonigal, J. (2012). Reality is Broken: Why Games Make Us Better and How They Can Change the World. London: Vintage.
Flanagan, M,. (2009). Critical Play: radical game design. Cambridge MA: MIT Press.