SKDK4010 Games and media culture
- Number of credits10
- Teaching semester2026 Spring
- Language of instructionNorwegian/English
- CampusHamar
- Required prerequisite knowledge
Required prerequisite knowledge: None
Recommended prerequisite knowledge: Teacher education, year course or BA in pedagogy, practical pedagogical education or equivalent.
2SALGL1-1 Spill, animasjon og læring 1 og 2SALGL1-2 Spill, animasjon og læring 2.
Like other media, games are shaped by the cultures we live in and influence society and individuals in turn. Where games once emerged from earlier forms of culture, such as literature, drama and film, gaming titles like WarCraft and The Last of Us have in recent years contributed to the formation of literary and cinematic universes. Games are thus cultural expressions that can be understood along with books, TV shows and films as cultural artefacts capable of framing processes of Bildung and social development. The course entitled “Games and media culture” studies these processes and provides insight into how to understand games aesthetically, societally and as an arena for individual growth and development.
- Games as societal and cultural expressions
- Art and creativity
- Identity and Bildung
- Narratology and ludology
Learning Outcome
Upon successful completion of the course, the student will have achieved the following learning outcomes:
The student has
- comprehensive knowledge about perspectives that shed light on games as art and literature
- comprehensive knowledge of processes of Bildung and social development
- an extensive understanding of how games can convey representation and identity
- an in-depth understanding of issues surrounding games, ethics and norms
- advanced insight into games as cultural artefacts
- solid knowledge about narratology and ludology
The student can
- Present a self-chosen theme within gaming and media culture, anchored in relevant theory and research
- Critically and independently reflect on and discuss how games can convey identity and diversity in light of relevant theory and research
The student can
- Take part and position oneself in oral and written discourses about games as artistic and cultural expressions, with academics as well as the general public
The teaching combines lectures, group work, and practical explorations of games and multimedia production. The College Learning Platform will be used for communication, sharing of subject contents and resources, and the submission of assignments. Instruction takes place in the Future Classroom Lab (FCL), Inland Norway University’s teaching workshop.
All courses are subject to evaluation. The time, date and method of this evaluation is decided by the course coordinator in consultation with student representatives. The course coordinator is responsible for ensuring that the evaluation is carried out.
- Obligatory assignment 1 is to produce an academic text (approximately 3500-4000 words (+/- 10 %) where the end product will comprise the portfolio exam.
- Obligatory assignment 2 is to present this text orally, where a plenary discussion between the lecturer and students forms the basis for a reflection note to be included in the exam portfolio.
- A minimum of 75% attendance, according to the teaching plan. The student is responsible for registering attendance
Individual exam portfolio which consists of the following
- An individual written academic text approximately 3500-4000 words (+/- 10 %) (obligatory assignment 1)
- A reflection note based on an oral presentation and plenary academic discussion between lecturer and students (obligatory assignment 2)
The exam is graded on a scale from A to F. A is the highest pass grade and E is the lowest pass grade.
Form of assessment | Grading scale | Grouping | Duration of assessment | Support materials | Proportion | Comment |
---|---|---|---|---|---|---|
Portfolio Assessment | ECTS - A-F | Individual | 100 |