Overview
This topic explores digital media art forms and commodities by focussing on the most prominent consumer case: digital games. Video and computer games have been at the cutting edge of developments in interactive narrative, immersive experience, virtuality, and represent a sizeable sector within the media industries. Classes will combine lecture, … For more content click the Read More button below.
Topic availabilities
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Tuition pattern
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Aims
This topic aims to:
- Examine digital games and interactive media as cultural and aesthetic objects
- Explore the utopian and dystopian positions that pervade discussions of new media in general and games in particular
- Develop in students a working vocabulary relevant to issues of interactivity
- Give students the opportunity to develop their own research projects in the area of interactive digital media
Learning outcomes
On completion of this topic you will be expected to be able to:
1.
Express, in oral and written forms, an understanding of the key concepts presented in the topic
2.
Demonstrate an understanding of digital games as cultural and aesthetic objects situated within industrial and economic contexts
3.
Demonstrate critical reflection on issues relevant to the study of interactive media
4.
Develop an independent research project in the area of interactive digital media
Assessments
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Current students should refer to FLO for detailed assessment information, including due dates. Assessment information is accurate at the time of publishing.
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Requisites information
Anti-requisites: