This module aims to consider the significance, history, culture and impact of video games. It fosters critical thinking by inviting students to consider issues central to the historical, theoretical and aesthetical dimensions of computer games and computer game theory.
In this digital age of Web 2.0 gaming and interactive media is ubiquitous and consistently redefines our relationship to games and other external players. Gaming is constantly evolving, and as new consoles emerge other platforms and experiences of gaming become obsolete. How do we keep up with this constant change and where does this leave older games and players? Why is gaming and rule-based environments significant to culture? – chess for example dates back to the 15th century and is still widely enjoyed today, reformed in gaming apps bringing together global players to a rule-based environment played out on a screen.
This module explores different historical and contemporary ideas of gaming from debates about interactive fiction and storytelling to phenomenological ideas of the game’s controller and avatar and how they extend players into virtual spaces. It will consider a range of topics including: gender, ethnicity, violence, capital, contemporary art, while turning a critical eye inwards to discussions on ludology, immersion, procedural rhetoric, cyber-individualism, embodiment, avatars and ludonarrative dissonance. Through a close consideration of video game theory, students will reflect on how gaming has evolved to become an even larger industry than that of film.