This module introduces students to the cultural codes and formal content underlying the composition of popular cultural genres, as these are realised traditionally through films, and more contemporaneously through video games.
The aim of this module is to provide students with an overview of key questions relating to the understanding of film and games genres, and the continuities and discontinuities that arise from these distinctive, yet related cultural forms.
By the end of this module the student should be able to:
1. Understand some of basic structural elements of the production process of both genre types, considering points of similarity and convergence as well as difference.
2. Understand video games using theories from sociology, cultural and media studies, film and games studies.
3. Appreciate narrative dynamics and spectacular cinema through the appreciation of key distinctive genre films, focusing on epic fantasy, crime/thriller and horror, and war films.
Genres as Cultural Forms and Cultural Products
2 Genre and Cinema
Genre and Cinema
3 Games and Genre
Games and Genre
4 The Fantasy Genre
The Fantasy Genre
5 The Horror Genre
The Horror Genre
Statement on Teaching, Learning and Assessment
Students will be taught through lectures and classroom based activities, centering on the preparation of a group based presentation. This presentation will constitute assessment for the module.
Teaching and Learning Work Loads
|Supervised Practical Activity||3|
|Unsupervised Practical Activity||4|
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.
We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2018/19 , and may be subject to change for future years.