Computer Game Culture and Audience
Gold Coast, Australia
Area of Study
Communication, Social Media
Taught In English
Course Level Recommendations
ISA offers course level recommendations in an effort to facilitate the determination of course levels by credential evaluators.We advice each institution to have their own credentials evaluator make the final decision regrading course levels.
Recommended U.S. Semester Credits3 - 4
Recommended U.S. Quarter Units4.5 - 6
Hours & Credits
IntroductionThis course explores the changing and varied nature of computer game audiences and the culture that they inhabit and which surrounds them. Drawing on both, contemporary social sciences and cultural studies research the course attempts to map the complex relationships between computer games, gamers, popular culture and wider society. Distinctions between various types of audiences are discussed: social gamers, casual gamers, hard-core gamers, as are the various player structures of computer games and their ludic significance. Special attention is paid to online interaction and MMOGs (Massively Multiplayer Online Games), examining the active social networks surrounding such games as Everquest and World of Warcraft.Learning Objectives1. To develop critical thinking about videogames.
2. To develop research and synthesis of knowledge on game culture.
3. To encourage critical discussion of game culture based on contemporary scholarship.
4. To provide an introduction to Games Studies.
Courses and course hours of instruction are subject to change.
Eligibility for courses may be subject to a placement exam and/or pre-requisites.
Credits earned vary according to the policies of the students' home institutions. According to ISA policy and possible visa requirements, students must maintain full-time enrollment status, as determined by their home institutions, for the duration of the program.