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Video Games: Remaking Reality (CCDP10003)
Undergraduate level 1Points: 12.5Online
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About this subject
- Overview
- Eligibility and requirements
- Assessment
- Dates and times
- Further information
- Timetable(opens in new window)
Contact information
Overview
Availability | Semester 1 - Online Semester 2 - Online |
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Fees | Look up fees |
This subject is a full overview of Video Games. The great games, the history, the techniques, and the future of this developing medium and industry are explored in 12 weeks. Games have developed from simple electronic entertainment in the 70s to an epic cinematic medium that now is larger than the entire film industry and one of the most popular and complex forms of art and virtual reality in the 21st century.
Games have moved past being shoot and kill spectacles and are becoming a form of expression for millions of people and a new medium of social interaction and technological development that is engaging gamers and non-gamers alike.
As virtual reality becomes a greater part of ‘real life’ this course explores the complex network that makes up the video game world and the emerging group of designers and artists who are exploring new possibilities.
To understand the full picture of video games it is impossible to separate the commercial elements from the artistic and the technological from the social and mental. A wide range of disciplines need to be explored and the connections between them as well as looking at the game industry itself and how it is transforming.
Each week will combine the issues that surround games and an overview of the best and most complex games from multi million dollar blockbusters to the new ‘art games’ and independent games that re-invent the concept of a game.
Guest speakers from the game industry and from the arts, sciences and business will share their perspective on the state of the present and new ideas that will shape the future. Tutorials will present new aspects of current and past games and students will discuss their experience with games and present ideas and new finds each week.
Intended learning outcomes
On completion of this subject, students should be able to:
- have a broad understanding of video games and a full overview of the history, development, theory, current industry and possible future directions;
- have developed an appreciation and understanding of the cross discipline nature of Video games and the hybrid creative and technical mix that makes games unique from other forms of expression;
- be cognisant of and sympathetic to a broad range of art forms which have and do influence games within their technological and economic context;
- understand the technical aspects of developing a game in all of its forms from conception to design to individual and mulitplayer realizations;
- appreciate the collaborative creative process and the aspects necessary for success in the presentation in a variety of media contexts and the social aspects and implications of engaging an international gaming and non gaming community.
Generic skills
On completion of this subject, students should be able to:
- express a high level of knowledge and broad range of artistic influences problem solving and communication in games;
- be critical and creative thinkers, with an aptitude for continued self-directed learning;
- have the capacity to participate fully in collaborative learning and to have facility in applying creative problem solving to a range of specialist disciplines and applications both in games and how those issues may influence other innovative ideas.
Last updated: 31 January 2024
Eligibility and requirements
Prerequisites
None
Corequisites
None
Non-allowed subjects
None
Inherent requirements (core participation requirements)
The University of Melbourne is committed to providing students with reasonable adjustments to assessment and participation under the Disability Standards for Education (2005), and the Assessment and Results Policy (MPF1326). Students are expected to meet the core participation requirements for their course. These can be viewed under Entry and Participation Requirements for the course outlines in the Handbook.
Further details on how to seek academic adjustments can be found on the Student Equity and Disability Support website: http://services.unimelb.edu.au/student-equity/home
Last updated: 31 January 2024
Assessment
Description | Timing | Percentage |
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Assessment 1 - Plan and concept for a new innovative type of video game. The mark will be based on: depth of the concept 30%; the inclusion of key ideas already covered in the lecture 30%; and the clarity of the plan expressed in writing (500 words) 40%.
| Mid semester | 50% |
Assessment 2 - A written work on all aspects of a single game that you choose. A game you are both interested in and contains many of the elements that are cover.
| End of semester | 50% |
Last updated: 31 January 2024
Dates & times
- Semester 1 - Online
Coordinator David Shea Mode of delivery Online Contact hours 36 hours, comprising one 1-hour online lecture and one 2-hour online tutorial per week Total time commitment 170 hours Teaching period 28 February 2022 to 29 May 2022 Last self-enrol date 11 March 2022 Census date 31 March 2022 Last date to withdraw without fail 6 May 2022 Assessment period ends 24 June 2022 - Semester 2 - Online
Coordinator David Shea Mode of delivery Online Contact hours 36 hours, comprising one 1-hour online lecture and one 2-hour online tutorial per week Total time commitment 170 hours Teaching period 25 July 2022 to 23 October 2022 Last self-enrol date 5 August 2022 Census date 31 August 2022 Last date to withdraw without fail 23 September 2022 Assessment period ends 18 November 2022
Last updated: 31 January 2024
Further information
- Texts
Prescribed texts
There are no specifically prescribed or recommended texts for this subject.
- Breadth options
This subject is available as breadth in the following courses:
- Bachelor of Arts
- Bachelor of Biomedicine
- Bachelor of Commerce
- Bachelor of Design
- Bachelor of Environments
- Bachelor of Fine Arts (Acting)
- Bachelor of Fine Arts (Animation)
- Bachelor of Fine Arts (Dance)
- Bachelor of Fine Arts (Film and Television)
- Bachelor of Fine Arts (Music Theatre)
- Bachelor of Fine Arts (Production)
- Bachelor of Fine Arts (Screenwriting)
- Bachelor of Fine Arts (Theatre)
- Bachelor of Fine Arts (Visual Art)
- Bachelor of Music
- Bachelor of Science
- Available through the Community Access Program
About the Community Access Program (CAP)
This subject is available through the Community Access Program (also called Single Subject Studies) which allows you to enrol in single subjects offered by the University of Melbourne, without the commitment required to complete a whole degree.
Entry requirements including prerequisites may apply. Please refer to the CAP applications page for further information.
Additional information for this subject
Students must meet the course entry requirements in order to be considered for a CAP enrolment in this subject. Approval to be sought from the course coordinator.
- Available to Study Abroad and/or Study Exchange Students
This subject is available to students studying at the University from eligible overseas institutions on exchange and study abroad. Students are required to satisfy any listed requirements, such as pre- and co-requisites, for enrolment in the subject.
Last updated: 31 January 2024