This study module examines games, play and internet as parts of society and culture. Characteristics and meanings of games and internet are studied in multiple contexts, e.g. work, economy, civil society, politics and societal movements. Also cultural meanings, everyday practices, norms, values, and art in relation to games and internet will be addressed.
Learning outcomes
After completing the study module, student is able to: - contextualize the development of the internet in cultural history - analyze relations between interactive media and other societal phenomena - understand how games and play can be harnessed for instrumental purposes – and understand what are the limits of such instrumentalizations - describe how society regulates games and internet.
Contents
Internet, games, and play from the points of view of sociology and cultural studies; study of cultural and societal impacts of internet and games; global and regional special issues relating to media; interactive media as art; ludic society.
Teaching methods
Teaching method
Contact
Online
Lectures
Group work
Seminar
Teaching language
English
Modes of study
Option
1
Available for:
Degree Programme Students
Other Students
Open University Students
Doctoral Students
Exchange Students
Participation in course work
In
English
Option
2
Available for:
Degree Programme Students
Other Students
Open University Students
Doctoral Students
Exchange Students
Written exam
In
English
Evaluation
Numeric 1-5.
Further information
Literature: - Miller (2011): Understanding Digital Culture; -Dyer-Witheford & de Peuter (2009): Games of Empire: Global Capitalism and Video Games; - Walz & Deterding (eds) (2015): The Gameful World (selected parts)