Video Gaming: Play and Players - MSTU5012

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Module delivery information

Location Term Level1 Credits (ECTS)2 Current Convenor3 2026 to 2027
Canterbury
Summer Term 5 20 (10) John Wills checkmark-circle

Overview

The video games industry is the biggest entertainment industry in the world, with Rockstar Games' Grand Theft Auto V the most successful entertainment product of all time. But how well do we understand that industry? Why do so many people play games, and what effect has video gaming had on our lives?

You will learn about the history, technological development, and social issues surrounding video gaming. We will explore the technological and industrial advances in game design over the past 50 years, as well as how video games have been presented in contemporary marketing and modern media. The module will introduce you to the field of game studies (including game theory), and how that can help us understand different game genres, game mechanics, and game content. Across the module, you will learn about intersecting questions of narrative, interactivity, space, play, players, and representation.

Details

Contact hours

Lectures: 8 hours
Practical: 8 hours
Workshops: 16 hours

Method of assessment

Main Assessment Methods:
Extended Writing. Assessment Details: Critical Essay (1,500 words). Worth 50%.

Digital Output.
Assessment Details: E-Portfolio (Creative Task). Choice of Video Essay, Blog Post, or Game Storyboard (1,500 words equivalent). Worth 50%.

Reassessment Method
Like for Like

Indicative reading

The University is committed to ensuring that core reading materials are in accessible electronic format in line with the Kent Inclusive Practices. The most up to date reading list for each module can be found on the university's reading list pages. https://kent.rl.talis.com/index.html

Learning outcomes

On successfully completing the module, students will be able to: 
1) Engage with the history and development of digital game forms.
2) Identify how technological developments impact and determine game forms.
3) Critically appraise key ideas within game theory and game studies.
4) Recognise the ways in which gaming intersects with ethnicity, class, age, gender, and sexuality.
5) Analyse how games are regulated by industry, society, media debates and media discourses.

Notes

  1. Credit level 5. Intermediate level module usually taken in Stage 2 of an undergraduate degree.
  2. ECTS credits are recognised throughout the EU and allow you to transfer credit easily from one university to another.
  3. The named convenor is the convenor for the current academic session.
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