UTC1416

Games, Game Communities and Society
Dr Daniel Jew

The global games industry has overtaken film and music in annual revenue. Its reach has also extended beyond children and teens to working adults, including women. This module evaluates board and digital games and their influence on culture and communities. How do games impact our health, relationships, businesses, and behaviour? Can they change the ways we learn, interact, and understand the world? What makes games engaging or even potentially addictive? We engage communities such as professional gamers and their audiences, game designers, entrepreneurs, and women in gaming, and explore the impact of emerging technologies such as Augmented and Virtual Reality.

Disclaimer

We would like to encourage everyone who enjoyed using CAPTMods to contribute back to the community by writing reviews for modules that you have taken before. Your efforts will go a long way in building up a vibrant and rich CAPT academic environment!

Please note:

1. Because the experience of each module will differ according to the professor teaching the module, at the start of your review, please state the semester taken and the name of the professor who taught the module in that semester.

2. Other students will read your review to get an idea of what taking the module will be like and this may affect their ModReg choices. As such, please maintain objectivity when leaving your review and take note that we will go through a moderation process before reviews get posted.

3. The experiences alleged in these reviews have not been verified by CAPT or CAPTMods. Please take all anecdotes with a grain of salt.

Leave a Reply

Your email address will not be published. Required fields are marked *