Handbook home
Video Games: Remaking Reality (CCDP10003)
Undergraduate level 1Points: 12.5On Campus (Parkville)
About this subject
Contact information
Summer Term
For all administrative enquiries, e.g. enrolment, class registration, special consideration enquiries: Contact Stop 1
For all academic enquiries, e.g. assessment, subject matter enquiries:
David Shea: dshea@unimelb.edu.au or Emily Collett: emily.collett@unimelb.edu.au
Semester 1
For all administrative enquiries, e.g. enrolment, class registration, special consideration enquiries: Contact Stop 1
For all academic enquiries, e.g. assessment, subject matter enquiries:
David Shea: dshea@unimelb.edu.au or Emily Collett: emily.collett@unimelb.edu.au
Semester 2
For all administrative enquiries, e.g. enrolment, class registration, special consideration enquiries: Contact Stop 1
For all academic enquiries, e.g. assessment, subject matter enquiries:
David Shea: dshea@unimelb.edu.au or Emily Collett: emily.collett@unimelb.edu.au
Overview
| Availability | Summer Term - On Campus Semester 1 - On Campus Semester 2 - On Campus |
|---|---|
| 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 all explored. 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 subject 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:
- discuss the history, development, theory, current industry and possible future directions of video games;
- describe the cross-disciplinary nature of video games and their uniquely hybrid creative and technical mix;
- engage with a broad range of art forms which influence games within their technological and economic context;
- explore the technical aspects of developing a game, from conception to design, in individual and multiplayer realisations;
- discuss and model the collaborative creative process necessary for understanding the impact of gaming culture.
Generic skills
On completion of this subject, students should be able to:
- apply critical thinking, analytical and problem-solving skills to unfamiliar challenges;
- integrate personal reflection into the creative process;
- develop and implement innovative and creative ideas;
- work as part of a team to achieve a common goal;
- respond openly and imaginatively to new ideas.
Last updated: 22 December 2025