Code: | GAME12-200 |
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Study areas: |
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Description
This subject introduces future media professionals to videogames as a commercially and culturally integrated social practice - who plays, how they play, and why they play. This player-centred exploration of videogame culture delves into the various relationships between videogames, gamers, the games industry, and popular media culture; considering such topics as streaming, e-sports, game franchises, transmedia entertainment, and media fandom. We focus on ideas about player types, the play experience, player identity, and the active, creative, and social networks within game communities. Further, the intersection of players, game developers, publishers and multinational media/technology companies give rise to key implications for industry and policy.
Subject details
Learning outcomes
- Develop critical thinking about videogames as a social practice.
- Develop critical thinking around 'the player's' position within game culture.
- Develop critical thinking around the synthesis of game culture and game industry.
- Develop critical thinking around the various relationships between videogames, gamers, the games industry and popular media culture.
Enrolment requirements
Requisites: |
Nil |
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Assumed knowledge: |
Assumed knowledge is the minimum level of knowledge of a subject area that students are assumed to have acquired through previous study. It is the responsibility of students to ensure they meet the assumed knowledge expectations of the subject. Students who do not possess this prior knowledge are strongly recommended against enrolling and do so at their own risk. No concessions will be made for students’ lack of prior knowledge.
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Restrictions: |
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Subject outlines
- January 2023 [Standard - Videogame Players, Industry and Culture]
- January 2022 [Standard - Videogame Players, Industry and Culture]
- January 2021 [Standard - Videogame Players, Industry and Culture]
- January 2020 [Standard - Videogame Players, Industry and Culture]
- January 2019 [Standard - Computer Game Culture and Audience]
- January 2018 [Standard - Computer Game Culture and Audience]