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7AAICC61 Games Industries and Cultures

Module Convenor: Dr Virginia Crisp

Credits: 20

Teaching pattern: 10 x 2 hour workshops

Module description:

This module provides students with a critical introduction to the gaming industries and specific cultures that intersect with those industries. The module examines the games industry, not as one singular entity, but rather as a series of intersecting industries that exist across platforms (consoles, handhelds, mobile phones, PCs), are consumed in multiple places (arcades,
arenas, homes, and online), and have distinct histories and contexts. Through the course of the module the gaming industries will be interrogated by considering: the development of sectors of the industry across time and space; global, regional and company structures; the nature of work in the games industries; different segments of the industry (AAA, casual, indie); how games are adapted between media and localised for different markets. Gaming cultures will also be considered in relation to how they intersect with the industry, with particular attention being paid to: diversity and representation; cocreation; places of play, eSports, streaming and other new developments within gaming cultures.

Module aims

This module aims to:

  • Examine the global development of the games industries and the multiple histories of development across different geographical contexts;
  • Interrogate how the games industries intersect with gaming cultures;
  • Consider how issues of diversity and inclusion are tackled within both gaming industries and cultures;
  • Analyse the structure of the global games industries and how different organisations (manufacturers, developers, publishers) intersect and influence one another;
  • Explore how both the industry and gaming cultures speak to and shape varied and overlapping gaming modes and contexts.

Learning outcomes

On successful completion of this module, students will be able to demonstrate their ability to:

  • Reflect upon the development of the games industries across multiple geographies and contexts;
  • Understand the broader structure of the games industries and how the various stakeholders (manufacturers, developers, publishers, modders, players, etc.) all simultaneously shape, and are influenced by, the wider industry;
  • Examine the implications for games cultures and industries when games move between different media (i.e. through being adapted from/to other media) and contexts of consumption (arcades, consoles, eSports) as well as the consequences of processes of translation and localisation.
  • Analyse the ways in which questions of diversity and inclusion are debated and contested across games industries and cultures;
  • Interrogate the nature of work within the games industries and the potential significance of particular creative clusters within the wider games industries.


1 x 4,000 word essay (100%)

Students are reassessed in the failed elements of assessment and by the same methods as the first attempt.

 The modules run in each academic year are subject to change in line with staff availability and student demand so there is no guarantee every module will run. Module descriptions and information may vary depending between years.


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