Module Details

The information contained in this module specification was correct at the time of publication but may be subject to change, either during the session because of unforeseen circumstances, or following review of the module at the end of the session. Queries about the module should be directed to the member of staff with responsibility for the module.
Title GAMES PLAYING ROLES
Code ENGL397
Coordinator Dr WG Slocombe
English
W.Slocombe@liverpool.ac.uk
Year CATS Level Semester CATS Value
Session 2021-22 Level 6 FHEQ Second Semester 15

Aims

This module will introduce students to the ways in which literature reflects trends in gaming and gamification, and the ways in which authors have used “games”, understood either as literary experiments or as imagined games, within their works. The format of the module (weekly seminars on texts, interspersed with workshops in which students will work in groups to compare and evaluate different approaches to the completion of individual module assessments) are intended to develop the ability to work independently, but also enhance students’ ability to discuss, evaluate, and implement ideas as a group. Moreover, as it forms part of both the literary studies and gaming studies programmes, it will enable students from different disciplinary backgrounds to engage with each other and encourage peer-to-peer learning.


Learning Outcomes

(LO1) On completion of the module, students will be able to demonstrate an understanding of the ways in which games relate to contemporary literature at the level of form, structure, and content.

(LO2) On completion of the module, students will be able to demonstrate a knowledge of the ways in which literary texts can engage with specific aesthetic, cultural, and historical contexts.

(LO3) On completion of the module, students will have an insight into the similarities and differences between literary and ludic forms.

(LO4) On completion of the module, students will be able to plan, research, and execute an assignment that demonstrates the above, alongside analytical skills and the ability to deploy appropriate terminology.

(S1) Communication (oral, written and visual) - Academic writing (inc. referencing skills)

(S2) Critical thinking and problem solving - Critical analysis

(S3) Critical thinking and problem solving - Creative thinking

(S4) Communication (oral, written and visual) - Presentation skills – oral

(S5) Communication (oral, written and visual) - Listening skills

(S6) Information skills - Critical reading

(S7) Research skills - All Information skills

(S8) Skills in using technology - Using common applications (work processing, databases, spreadsheets etc.)

(S9) Research skills - Awareness of /commitment to academic integrity

(S10) Improving own learning/performance - Reflective practice

(S11) Time and project management - Personal organisation


Syllabus

 

This module enables students the opportunity to study the relationship between games and literature in relation to three key areas – ludic literature (how texts function as a form of game and/or represent games), gaming cultures (how games emerge from, reflect, and/or reinforce particular cultural norms), and games of the future (how futuristic games are imagined within literature) – as well as considering the role of adaptation strategies across videogames and literary texts. In addition to these content-based sessions, the module offers three workshops, encouraging students to engage in collaborative working, and engaging with tutor and peer feedback.


Teaching and Learning Strategies

Teaching Method 1 - Tutorial
Description: 11 x 2 hr tutorials
Attendance Recorded: Yes

Tutorials planned to be delivered face-to-face, but will pivot to remote synchronous online delivery if necessary (due to Covid-19).

Teaching Method 2 - Workshop
Description: 1 x 3 hr film screening + discussion
Attendance Recorded: No

Screening may need to be cancelled or managed online in the event of changes to on-campus teaching.


Teaching Schedule

  Lectures Seminars Tutorials Lab Practicals Fieldwork Placement Other TOTAL
Study Hours     22

    3

25
Timetable (if known)              
Private Study 125
TOTAL HOURS 150

Assessment

EXAM Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
             
CONTINUOUS Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
One project brief based on the list of module tasks, incorporating a plan and timescale for how the final assessment might be achieved and what areas it will cover.  1000-1500 words         
One piece of coursework from a list of tasks provided by the tutor. There is a resit opportunity. Standard UoL penalty applies for late submission. This is an anonymous assessment.  2500-3000 words    100       

Recommended Texts

Reading lists are managed at readinglists.liverpool.ac.uk. Click here to access the reading lists for this module.