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Digital Gaming

Key information

  • Module code:

    6AAVC403

  • Level:

    6

  • Semester:

      Spring

  • Credit value:

    15

Module description

Digital games entail certain kinds of practices (they may even involve 'play'); they prompt exercises that shape a player over a period of time. We will explore the nature of various kinds of practices and situate them in relation to theoretical perspectives regarding how the playing subject is being formed. Is it possible, for example, that gaming reinforces our subjectification into neoliberal subjects? Players learn how to maximize their returns on investments in in-game resources; how to play the market; how to maximize their character builds; how to 'game' the existing system. Yet is it also possible that there can be a 'spiritual' dimension to gaming such that the practices involved in some effectively make them into 'martial arts' practice that profoundly change the practitioner?

We will also consider the scope of what may be considered to be a game. Is X/Twitter a massive multiplayer game? What is the significance of practices and activities being considered to be games or game-like? What are the similarities and differences between various gamic and non-gamic practices?

This module will offer a mainly theoretical approach to exploring the nature of digital gaming. Students are encouraged to think critically about play practices, including their own. Seminars will offer opportunities for gameplay and reflection. It will be supplemented by case studies of digital games that interest students.

Assessment details

Coursework - 4000 word essay (100%)

Educational aims & objectives

This module will offer students the opportunity to learn about digital gaming as a domain of digital culture. Gaming has acquired increasing importance in recent years, not least because of its growing economic importance and its profound social and cultural impact. Yet the significance of the player practices involved in gaming are still in need of theorization and understanding. Of central interest to this module is how players form themselves as subjects through their repeated voluntary practices – these patterned practices are significant with respect to understanding how power functions in gaming and in digital culture more generally.

The module will aim at:

  • Providing students with a general understanding of some of the main discussions concerning the significance of gaming practices;
  • Familiarising students with some key philosophical debates that have been raised by game scholars;
  • Considering different cultural and social aspects that are connected with digital gaming, such as the way the same game may be engaged with in diverse ways by different kinds of players.
  • Critically attending to the specificity of gameplay practices through carefully considered methodologies.

Learning outcomes

By the end of the module students will be able to:

  • discuss the nature and dynamics of various forms of digital gaming practices;
  • understand a variety of theoretical perspective that have been advanced to explain the significance of these practices;
  • be able to think critically about and closely analyse gaming practices (including one's own), and to apply theoretical frameworks to understanding these practices;
  • consider the relationship between play, power, and subjectivity in digital gaming;
  • investigate the connection between gaming and other areas of digital culture in the formation of subjectivities.

Subject areas

Department

Module description disclaimer

King’s College London reviews the modules offered on a regular basis to provide up-to-date, innovative and relevant programmes of study. Therefore, modules offered may change. We suggest you keep an eye on the course finder on our website for updates.

Please note that modules with a practical component will be capped due to educational requirements, which may mean that we cannot guarantee a place to all students who elect to study this module.

Please note that the module descriptions above are related to the current academic year and are subject to change.