Digital Games as Communication
| Code | School | Level | Credits | Semesters |
| INCM3046 | School of International Communications | 3 | 20 | Autumn China |
- Code
- INCM3046
- School
- School of International Communications
- Level
- 3
- Credits
- 20
- Semesters
- Autumn China
Summary
This module explores digital games - from casual smartphone games to VR games - as communication in two senses. Firstly as communication from a designer or publisher to a user (here we look at topics such as simulation, avatars and indie games). Secondly as communication amongst users facilitated by a game (here we look at topics such as gamer identity and gender). Knowledge of digital games is not a prerequisite for taking this course. The course is designed for any student who acknowledges that a thorough understanding of contemporary digital media includes an understanding of digital games.
Please note: This module is assessed at the end of Spring semester. First sit/ Re-sit exams are scheduled normally in the summer and can take the same form as the missing/ failed component of the assessment (exam, essay etc.) or other form, as decided by the School.
Target Students
BA students in International Communications and related programmes at the University of Nottingham Ningbo China. There is a limited number of places on this module. Students are reminded that enrolments which are not agreed by the Offering School in advance may be cancelled without notice.
Classes
- One 2-hour seminar each week for 10 weeks
- One 1-hour lecture each week for 10 weeks
Assessment
- 50% Coursework 1: 2500 words
- 50% Presentation 1: 15 minute presentation
Assessed by end of spring semester
Educational Aims
This course aims to enable students to recognise and reflect on the communication potential of digital games. Students who take this course will get an understanding of:how games work as communication technologyhow game cultures form and reproduce themselvesthe relationship between technology and culture at play in gamesthe use of games for a range of communicative functions, including business, education and artLearning Outcomes
1)Knowledge and Understanding: This module will provide students with:
a)an understanding of the communication potentials of (digital) games
2)Intellectual Skills: This module will encourage:
a)Application of particular models and theories to concrete real world examples and case studies
b)The ability to reflect upon one’s own consumption of media
3)Transferable (Key) Skills: This module will enhance transferable skills such as:
a)Retrieving, presenting and communicating complex information and argument clearly in oral and written forms
b)Planning and organization skills, including working to deadline and managing resources
Conveners
- Dr Bjarke Liboriussen