CCB103 Digital Games, Culture and Society


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Unit Outline: Semester 1 2027, Kelvin Grove, Internal

Unit code:CCB103
Credit points:12
Disclaimer - Offer of some units is subject to viability, and information in these Unit Outlines is subject to change prior to commencement of the teaching period.

Overview

This unit introduces approaches to studying digital games as cultural artifacts and for considering the role games play in society. It will place video games in their historical context, relating to other forms of mediated play such as board games, sports and toys, it will trace the history of the video game industry, and will consider how games relate to social and cultural issues and controversies. You will investigate how games relate to other forms of media, particularly social media, digital platforms and AI and how they are located within industrial structures and processes. You will consider how games function as entertainment, spaces for social connection and as a venue for social commentary and advocacy. 

Learning Outcomes

On successful completion of this unit you will be able to:

  1. Demonstrate the ability to understand and apply knowledge about digital games and their relationship to society and culture.
  2. Critically analyse, evaluate and synthesise information and evidence about a digital games related controversy to form an opinion and make an argument.
  3. Independently formulate questions and apply foundational research methods and analysis to investigate digital games’ role in society and culture.
  4. Communicate to an audience using media technologies to make a statement about digital games, society and culture.

Content

This unit introduces you to topics, theories and methods for investigating the relationships between digital games, culture and society. In particular, the unit will cover:

  • The history and evolution of video games and their relationship to other historical forms of mediated play. 
  • Debates and controversies about the role and impact of games in society, particularly related to violence, gambling, gender, race and sexuality 
  • How games are positioned within the media and entertainment industries and how this relates to various business models and audiences. 
  • The role of games in socialising, from local to massively multiplayer online virtual worlds.
  • The relationships between video games, social media, digital platforms and AI
  • Game making as a social and cultural practice. 

Learning Approaches

In this unit, you will learn by engaging in the following:

  • Participating in class / online tutorials
  • Engaging with online modules, including scholarly and industry publications and multimodal information. 
  • Participating in online discussions
  • Creative online workshops 

This unit scaffolds your learning by guiding you to ask critical questions about the relationship between video games, society and culture through introducing conceptual frameworks for thinking, and debating issues with other students in class and via online discussions. You will be shown how to communicate your ideas in multi-modal formats such as podcasting and case study reports. 

Feedback on Learning and Assessment

You will gain feedback in this unit through your participation in online discussions that will occur as part of your weekly tutorials. You will have opportunities to discuss your assessment drafts with your tutor. As a group task, your first assignment provides opportunities for peer feedback. 

Assessment

Overview

In this unit, you will undertake two assessment items that consider the relationship between digital games, culture and society. First, you will work with a partner to research and then discuss a controversial issue related to digital games, culture and society. Together, you will create a podcast episode in which you canvass various aspects of the issue.  For the second assessment, you will undertake a case study of a digital game or a topic related to digital games, considering its technological, social and cultural implications.  For instance, you might choose a game or topic associated with a technological advancement, a breakthrough business model, the development of a new kind of audience or purpose for games, or specific impact on society or culture.

Unit Grading Scheme

7- point scale

Assessment Tasks

Assessment: Podcast Interview

You will work with another student to create a podcast episode in which you discuss a controversial issue related to video games, culture and society. 

Step 1: Individually create background research document that informs the podcast content. Each student should focus on a different, but complementary aspect of the research. 

Step 2: Work together to plan and create a suitable podcast episode in which you discuss a topic informed by research. You should should share research findings to support the ideas central to your episode.  You may record your interview on a platform such as Zoom, but you should download your audio and undertake further editing to add elements to it such as music to create your final product.

This assignment is eligible for the 48-hour late submission period and assignment extensions.

The ethical and responsible use of generative artificial intelligence (GenAI) tools is authorised in this assessment. See the relevant assessment details in Canvas for specific guidelines.

Weight: 40
Length: 500 words background research; 5 minute podcast
Individual/Group: Individual and group
Due (indicative): Week 6
Related Unit learning outcomes: 1, 2, 4

Assessment: Case Study

You are required to complete a case study of a video game or a topic related to video games, considering its technological, social and cultural implications.  For instance, you might choose a game or topic associated with a technological advancement, a breakthrough business model, the development of a new kind of audience or purpose for games, or specific impact on society or culture. Your case study must use a research question, draw on research evidence, and outline the specific implications of the game or topic. 

This assignment is eligible for the 48-hour late submission period and assignment extensions.

The ethical and responsible use of generative artificial intelligence (GenAI) tools is authorised in this assessment. See the relevant assessment details in Canvas for specific guidelines.

Weight: 60
Length: 2500
Individual/Group: Individual
Due (indicative): Week 13
Related Unit learning outcomes: 1, 3, 4

Academic Integrity

Academic integrity is a commitment to undertaking academic work and assessment in a manner that is ethical, fair, honest, respectful and accountable.

The Academic Integrity Policy sets out the range of conduct that can be a failure to maintain the standards of academic integrity. This includes, cheating in exams, plagiarism, self-plagiarism, collusion and contract cheating. It also includes providing fraudulent or altered documentation in support of an academic concession application, for example an assignment extension or a deferred exam.

You are encouraged to make use of QUT’s learning support services, resources and tools to assure the academic integrity of your assessment. This includes the use of text matching software that may be available to assist with self-assessing your academic integrity as part of the assessment submission process.

Breaching QUT’s Academic Integrity Policy or engaging in conduct that may defeat or compromise the purpose of assessment can lead to a finding of student misconduct (Code of Conduct – Student) and result in the imposition of penalties under the Management of Student Misconduct Policy, ranging from a grade reduction to exclusion from QUT.

Requirements to Study

Requirements

You are requested to visit and review the Health and Safety information on the HiQ web pages.

You will be advised if a unit requires additional mandatory health and safety inductions.

Resources

Readings and resources will be made available via the unit's Canvas site.

Resource Materials

Other

To enable your full participation in units that utilise virtual learning environments, for example participating in online activities and engaging with online learning materials, you will need access to a reliable computer with an internet connection, webcam, headset and microphone, as well as a learning environment where you are able to fully participate undisturbed when required. 

Risk Assessment Statement

For risks associated with using campus buildings or QUT facilities, refer to the HiQ Health and Safety information.

You are advised to take regular rest breaks when engaging in prolonged computer-based work and ensure that your workstation is set up for optimal comfort to prevent strain or injury.

Please be advised that this unit may include the presentation and scholarly analysis of material and subject matters that may be considered confronting, such as certain representations of race, class, gender and violence. QUT counselling support is available should you feel the need to avail yourself of these services.

Course Learning Outcomes

This unit is designed to support your development of the following course/study area learning outcomes.

BA01 Bachelor of Arts

  1. Demonstrate the ability to understand and apply knowledge about society, culture and technology, for a range of contexts, audiences and purposes.
    Relates to: ULO1, Podcast Interview, Case Study
  2. Critically analyse, evaluate and synthesise information and evidence to inform decision-making, problem solving and argumentation.
    Relates to: ULO2, Podcast Interview
  3. Independently formulate questions, and apply foundational research methods and analysis to investigate relationships between society, culture and technology.
    Relates to: ULO3, Case Study
  4. Communicate to diverse audiences using a range of modes and technologies to share and disseminate knowledge, skills and ideas.
    Relates to: ULO4, Podcast Interview, Case Study