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ACN108 - History of Interactive Entertainment

Enrolment modes:Trimester 1: Burwood (Melbourne), Warrnambool, Waurn Ponds (Geelong), Cloud (online)
Trimester 2: Burwood (Melbourne), Warrnambool, Waurn Ponds (Geelong), Cloud (online)
Credit point(s):1
EFTSL value: 0.125
Unit chair:R Woodcock
Prerequisite:

 Nil

Corequisite:

 Nil

Incompatible with:

 Nil

Contact hours: This unit is offered via cloud (online) teaching mode only - there will be no face-to-face teaching
Note: You will need to access substantial learning resources and experiences in CloudDeakin (Deakin’s online learning environment). Compliance with the Standards in computing, connectivity and student capability are a condition on your enrolment.

Content

This unit will examine how interactive entertainment has emerged from and been shaped by various cultures since recorded history. In the study of games and modes of interactivity, students will attempt to define the essential ingredients and the experience of play - as such, students are expected to play games and report on their findings. The unit considers what can be learned from the iconography, technical design and modes of play associated with various games, and provide an opportunity for analysis of play through reference to key theories of game-play and 'game culture'. The unit incorporates game play from ancient times to the 21st Century, and includes examination of new handheld devices that not only play games, but display photos, movies, calendars and even wirelessly browse the Internet. Importantly, the unit speculates on the future of games and game-play, while encouraging reflection on the games played in ones' own childhood.

 

Wholly online, the unit allows students to utilize the Internet as well as local resources such as libraries, museums and even toyshops and flea markets. It is expected that students will research and review the games in their collection, document the various experiences involved in playing them, and put their own experiences and observations into the context of critical theory. The unit explores (through online discussion and assigned research activities) the various meanings we can associate with 'play', 'game', and 'interactivity'. As definitions of 'play' and 'interactivity' continue to be shaped by various sub-cultures and technologies that emerge from developments in the entertainment (games) industry, the unit is an opportunity to understand and appreciate this universal form of human activity in the contemporary context.

Assessment

Research exercise 40% - Write a research report on your experiences of specific games and modes of interaction, using the methodology suggested.

 

Essay OR Proposal 60% - Either write an essay on one of the topics listed, OR write a proposal for a new type of game or interactive entertainment product.

Unit Fee Information

Unit fee information available soon

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8th June 2007