History, Culture and Foundation of Games (9751.3)
|Available teaching periods||Delivery mode||Location|
|View teaching periods|
|0.125||3||Faculty Of Arts And Design|
|Discipline||Study level||HECS Bands|
|School Of Arts And Communications||Level 1 - Undergraduate Introductory Unit|| Band 2 2021 (Commenced After 1 Jan 2021)
Band 2 2021 (Commenced Before 1 Jan 2021)
Learning outcomesOn successful completion of this unit, students will be able to:
1. Identify and review the history of console, arcade and computer games and how they impact on our society and aspects where society has influenced computer games;
2. Identify and interpret key concepts of games through the review and analysis of established games literature;
3. Discover and engage with the games industry Identifying its dialogue, context and culture;
4. Summarise games and the games industry; including key factors such as games genres, major influential games franchises, job roles, key studios and influential designers; and
5. Employ written and oral communication skills in a professional and academic context.
Graduate attributes1. UC graduates are professional - communicate effectively
1. UC graduates are professional - display initiative and drive, and use their organisation skills to plan and manage their workload
1. UC graduates are professional - employ up-to-date and relevant knowledge and skills
1. UC graduates are professional - take pride in their professional and personal integrity
1. UC graduates are professional - use creativity, critical thinking, analysis and research skills to solve theoretical and real-world problems
2. UC graduates are global citizens - communicate effectively in diverse cultural and social settings
|Year||Location||Teaching period||Teaching start date||Delivery mode||Unit convener|
- DeMaria, Rusel, and Johnny L. Wilson. High Score!: The Illustrated History of Electronic Games. 2nd ed. New York: McGraw-Hill/Osborne, 2004.
- Dietz, Tracy L. An examination of violence and gender role portrayals in video games:Implications for gender socialization and aggressive behavior. Sex roles 38, no. 5-6 (1998): 425-442.
- Harris, Blake J., and Seth Rogen. Console Wars: Sega, Nintendo, and the Battle That Defined a Generation.
- Lule, Jack. Understanding Media and Culture: An Introduction to Mass Communication. Edition, 2014.
- Michael, David. Serious Games Games That Educate, Train and Inform. Boston, Mass.: Thomson Course Technology, 2006.
- Novak, Jeannie. Game Development Essentials: An Introduction. 3rd ed. Clifton Park, N.Y.: Delmar, 2012.
- Novak, Jeannie, and Michael E. Moore. Game Development Essentials: Game Industry Career Guide. Clifton Park, N.Y.: Delmar Learning; 2009.
Students should endeavour to maintain at least 80% attendance for all lectures and tutorials. Lectures and tutorials are designed to scaffold student learning and assist students to complete their Assignment tasks. If there is a legitimate reason for an absence, then the lecturer should be emailed as a courtesy to explain the absence.
Additionally, students are expected to engage in an additional 4-7hrs of work per week for the unit, which excludes the lectures and tutorials (approximately 80hrs over a semester).
Required IT skills
This unit assumes IT and media production skills in line with the prerequisite units. Students should be comfortable designing, developing and producing digital media in a range of forms.
Work placement, internships or practicums