GD2S02 - Game Studies Two 01 Sep 2018 - 31 Aug 2026 | Version 1

Associated Module Information

Module Code: GD2S02
Module Title: Game Studies Two
Faculty: Faculty of Business and Creative Industries
Faculty Group: Games and Design
Faculty Sub Group: Games
Module Leader: Corrado Morgana
Module Team: Jackson Rolls-Gray, Dann Rees, Emma Marshman
First Intended Intake: SEP 2018 Final Year of Intake:
Date Closed:
Credit Value: 20 Credit Level: 5
Language: English
Percentage of Module Taught in Welsh: 0
Equivalent Module:
HECOS codes: 101268 - computer games design
HECOS Code Weighting: 100

Document Version Information

Version 1
Valid From 01 Sep 2018
Valid To 31 Aug 2026

Module Aims

1. Explore the relationships between theory and practice, providing effective frameworks for formal and informal critical debate related to contemporary themes within in Game Studies.

2. Prepare students to undertake a substantial piece of independent research, responding to student interests, staff expertise and contemporary discourse within Games Studies.

3. Provide an outline of the major critical and theoretical debates within Game Studies highlighting potential topics for further academic inquiry.

Content Summary

The module invites students to question and debate a range of issues raised by their practical and theoretical engagement with games. It requires students to conduct research, engage in sophisticated debate and communicate intellectual ideas within the context of games design and game studies.

In addition, it consolidates the students’ ability to undertake further academic and intellectual enquiry. Central to the module is the recognition that research skills are enhanced through peer support and critical debate. Students will therefore be expected to summarise their proposals for further study and justify the intellectual rationale of their work.

Throughout the module students are introduced to the range of research practices within Game Studies and the specific research interests and strengths of staff who can advise them about further independent research.

This module is organised around thematic ‘case studies’, each of which touches on ideas that have been subject to critical debate and discussion. The intention is not to teach a dogmatic account of a ‘correct’ way to approach the study of artefacts but to show a range and variety of possible approaches.

Initially lectures introduce key issues and debates that inform the students’ own research, but the main work of intellectual discovery will be undertaken in seminars where discussion of the relevant debates and critical positions is conducted in detail. This will be supported by guided reading, and workshops covering matters of procedure and practice when engaged in academic research.

Learning and Teaching Methods

Activity Type Hours
Lecture 24
Seminar 12
Independent Study 84
Directed Study 80
Total Hours Selected 200

Learning Outcomes

# Learning Outcome
LO1 Communicate, articulate and debate ideas and concepts in relation to a chosen specialist topic of study within games design.
LO2 Demonstrate a critical understanding of a range of scholarly materials, relevant to the study of games design.

Module Requisites

N/A

Assessment Criteria

Assessment Category Assessment Type Description Duration Word Count Weight (%) Best of? Pass Mark
Asynchronous Assessment Literature/book/paper review 1 A review of academic literature/book/papers/games and other relevant artefacts. Drawing out the relevance, of academic theories that can be developed and applied to future work. 0 2500 50 No 40
Asynchronous Assessment Essay 1 A written paper, typically based upon existing literature that sustains a coherent argument. 0 2500 50 No 40

Assessment Matrix

Assessment Type Learning Outcomes
LO1 LO2
Literature/book/paper review 1
Essay 1

Reading List

Henry Jenkins (2004) ‘Game Design as Narrative Architecture | Electronic Book Review.’

Sicart, M. (2011) The ethics of computer games. Cambridge, Mass: MIT Press.

Hutcheon, L. and O’Flynn, S. (2013) A theory of adaptation. 2nd ed. London: Routledge.

Rollings, A. and Adams, E. (2003) Andrew Rollings and Ernest Adams on game design. Indianapolis, Ind: New Riders.

Wardrip-Fruin, N. and Harrigan, P. (2004) First person: new media as story, performance, and game. Cambridge, Mass: MIT.

Wardrip-Fruin, N. and Harrigan, P. (2007) Second person: role-playing and story in games and playable media. Cambridge, Mass: MIT Press.

Harrigan, P. and Wardrip-Fruin, N. (2009) Third person: authoring and exploring vast narratives. Cambridge, Mass: MIT Press.

Swink, S. (2009) Game feel: a game designer’s guide to virtual sensation. Amsterdam: Morgan Kaufmann Publishers/Elsevier.

Tekinbas¸, K. S. and Zimmerman, E. (2004) Rules of play: game design fundamentals. Cambridge, Mass: MIT.

Wolf, M. J. P. (2012) Building imaginary worlds: the theory and history of subcreation. New York: Routledge.

Adams, E. and Rollings, A. (2006) Fundamentals of game design. Upper Saddle River, N.J.: Pearson Prentice Hall.