SGD202 Lecture Notes - Lecture 1: Risk Management, Sippy Downs, Queensland, Digital One

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26 Jul 2018
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As cultural artefacts, videogames function as media texts serving to represent and produce cultural phenomena. This (cid:272)ou(cid:396)se e(cid:454)pa(cid:374)di(cid:374)g o(cid:374) the theo(cid:396)eti(cid:272)al (cid:272)o(cid:374)(cid:272)epts dis(cid:272)ussed i(cid:374) cmn(cid:1005)(cid:1004)5 foste(cid:396)s (cid:272)(cid:396)iti(cid:272)al thi(cid:374)ki(cid:374)g regarding the role of video games to entertain, instruct, and build community; along with their potential to perpetuate stereotypes, glorify violence and propagate gender inequality. Through reflective gameplay you will analyse the videogame medium, reflecting on how its socio-cultural implications might inform your own serious game design. On successful completion of this course you should be able to: Research and describe the theoretical and analytical frameworks that apply to games. Assess and describe the social values that games reflect and propagate. Analyse and critique digital games based on theoretical and reflective frameworks. Organise analysis in clear, concise, and accurate written forms. You will be assessed on the learning outcome in task/s: Completing these tasks successfully will contribute to you becoming:

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