Subject Descriptions - Subject Information

Calendar: 2019 Undergraduate
Faculty: Faculty of Law, Humanities and the Arts
Department: School of the Arts, English and Media

COSMOS mastered subject: Version 2000.01

Subject Information
Subject Code DIGC310
Subject Name Digital Game Cultures
Credit Points 8
Pre-Requisites 16 credit points at 200-level
Co-Requisites None.
Restrictions None.
Equivalence DIGC201 BCM300
Assessment 1. Journal/Blog - Blog posts 40% 2. Presentation - Group game project presentation 40% 3. Project - Project dossier 20%
General Subject No.
EFTSL (Non Weighted) 0.167
Non Weighted Student Contribution Amounts
Commonwealth Supported (HECS) Students Only
Pre-1997 Pre-2005 Post-2005 Post-2008 Post-2009 Post-2010
$ 1096  $ 1096  $ 1096  $ 1096  $ 1096  $ 1096 
Weighted Student Contribution Amounts
Commonwealth Supported (HECS) Students Only
1771-Bachelor of Laws (Honours) (Direct Entry)
1777-Bachelor of Laws (Direct Entry)
1827-Bachelor of International Studies - Bachelor of Laws
1845-Bachelor of Information Technology - Bachelor of Laws
1852-Bachelor of Business Information Systems - Bachelor of Laws
760-Bachelor of Communication and Media Studies - Bachelor of Laws
770-Bachelor of Laws (Graduate Entry)
771-Bachelor of Arts - Bachelor of Laws
771H-Course information not Found
772-Bachelor of Creative Arts - Bachelor of Laws
773-Bachelor of Commerce - Bachelor of Laws
774-Bachelor of Mathematics - Bachelor of Laws
775-Bachelor of Science - Bachelor of Laws
775H-Course information not Found
775M-Course information not Found
779-Bachelor of Engineering - Bachelor of Laws
858-Bachelor of Journalism - Bachelor of Laws
Work Experience No
Tutorial Enrolment Information None.
Availability Not Available in 2019

Subject Description
This subject investigates the emergence of digital games cultures as a key element of the global creative economy. The subject analyses computer and video games from the perspectives of both players and industries, situating games within a continuum of human play activities and examining the trajectory of the commercial games industry from early forms of console gaming to contemporary forms such as MMOGs and machinima. In addition to covering topical issues such as violence in videogames and game censorship, students acquire practical skills in game development through collaborating on a project to design a game over the course of the session.

Subject Learning Outcomes
On successful completion of this subject, students will be able to:
1. Demonstrate and reflect on skills in working in teams
2. Demonstrate extended digital literacy skills through a capacity to design a game project and game scenarios
3. Understand the evolution of digital games culture in the context of historical traditions of play and commercial games

Extra Information
Generic Extra Information:
FACULTY & DISCIPLINE GRADUATE QUALITIES Informed, developing a sound knowledge of digital games cultures and the games market (LO1, TS1, AM1) Effective communicators through practice in online communicative formats such as blogging (AM1) Independent learners in developing over the session an authentic and viable game proposal (L02, TS2, AM2,3) Responsible in respectful handling of creative teamwork (LO3, TS3, AM4)

Textbook Information

Text book information is available via the UniShop website:

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