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 PHILOSOPHY OF PLAY AND THE VIRTUAL
Code PHIL343
Coordinator Dr RJH Davnall
Philosophy
R.Davnall@liverpool.ac.uk
Year CATS Level Semester CATS Value
Session 2022-23 Level 6 FHEQ First Semester 15

Aims

To introduce students to the main contemporary issues around play and games. To develop students understanding of the relationships between play, labour and virtuality. To enable students to reflect on their own preconceptions of play and value.


Learning Outcomes

(LO1) Students will be able to explain the importance of play as a topic for study.

(LO2) Students will be able to analyse common topics of discourse around play and games, especially digital games: violence, addiction, therapeutic and educational effects, and gamification.

(LO3) Students will be able to identify philosophical issues arising from specific games/instances of play.

(LO4) Students will be able to explain some of the philosophical literature around play, make-believe, choice and responsibility, and virtual worlds.

(LO5) Students will be able to trace connections between surface controversies and deeper philosophical concerns.

(LO6) Students will develop their ability to reflect on their own preconceptions and how these contribute to both philosophical and popular discourse.

(S1) Students will develop their skills in thinking critically, analysing problems and analysing and assessing arguments.

(S2) Students will enhance their ability to identify unifying philosophical issues in everyday discussions and mass-media environments.

(S3) Students will develop confidence in considering previously unfamiliar ideas and approaches.

(S4) Students will develop their ability to identify their own presumptions and to reflect critically upon them.

(S5) Students will enhance their ability to marshal arguments and present them orally and in writing.

(S6) Students will develop the ability to perform bibliographical searches, use and reference academic sources, and to plan, organise and produce presentations and essays.

(S7) Students will enhance their oral and written communications skills and develop skill in explaining complex material in a precise manner.

(S8) Students will develop their ability to work independently.

(S9) Students will develop their ability to sift through information, assessing the relevance and importance of the information to what is at issue.

(S10) Students will develop their skills in making appropriate use of information technology, including online sources, video and screen capture and editing, and visual presentation aids.


Syllabus

 

This module introduces students to the major philosophical issues associated with play, games (especially digital games) and virtual worlds. It examines both the philosophical literature around play and contemporary concerns expressed in relationship to the growth of the video games industry, including addiction, violence, 'gamification' and the use of play and software for education and therapy. Students will learn to challenge common assumptions, including their own, about the triviality of play in relation to modern constructions of labour and value, and develop an understanding of how these assumptions underpin both popular and academic discussion of games.


Teaching and Learning Strategies

Teaching Method 1 - Online mini-lectures
Description: Mini-lectures will be pre-recorded video segments, ranging in length from 5-15 minutes, offering a map of the syllabus, summaries of key positions, and an introduction to other learning materials (e.g. set readings and particular games for study). Students will be able to ask questions directly on each video via Canvas. Approx 1 hour/week total.
Attendance Recorded: No

Teaching Method 2 - Supervised reading group
Description: Through a combination of drop-in live online discussions and asynchronous discussion boards (via Canvas), students will be supported to engage with a range of readings and relevant games. These discussions will enable students to discuss course material with peers and tutors, developing their understanding and knowledge of the field, their abilities in arguing and presenting ideas clearly both verbally and in writing, and their preparation for the assessments. It is anticipated that studen t participation in these activities will involve at least 1 hour/week of contact with tutors.
Attendance Recorded: No


Teaching Schedule

  Lectures Seminars Tutorials Lab Practicals Fieldwork Placement Other TOTAL
Study Hours 11

11

        22
Timetable (if known)              
Private Study 128
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
Essay There is a resit opportunity. Standard UoL penalty applies for late submission. This is an anonymous assessment.    70       
Initial Report Reassessment Opportunity: Yes Standard UoL penalties for late submission    30       

Recommended Texts

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