On successful completion of the course, the students should be able to:
Discuss why games and play are relevant and valuable in modern society.
Account for the historic broad strokes of games and their cultural significance.
Have advanced knowledge of a narrow historic game theme.
Know terminology and theories related to games as historic and cultural artifacts and their relation to modern e-sport.
Apply terminology and theory in the analysis of trends.
Contents
Games have played a central role in people's lives for millennia. All civilizations have used games in one form or another. Educational systems also use and mirror games as an integral part of teaching. The ongoing development of digital games and technology makes it possible to play together regardless of physical presence. Because of this, separate directions have developed within these segments of digital games. E-sports is one such direction of interest.
This course will provide an insight into the historical development of games and the impact on society, from simple holes in the ground to endless cloud-based games. The course will also introduce different types of games that students will become better acquainted with.
Teaching and learning methods
The course is taught as a combination of lectures, flipped classroom, discussions and assignments. The expected scope of work for the average student is 135 hours.
Examinations
Portfolio assessment. Graded assessment.
Information about the content of the portfolio will be given in Canvas by the start of the semester. There will not be arranged a postponed exam for the portfolio.
Student evaluation
The study program manager, in consultation with the student representative, decides the method of evaluation and whether the courses will have a midterm-or end of term evaluation, see also the Quality System, section 4.1. Information about evaluation method for the course will be posted on Canvas.