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SKDK4010 Games and media culture

    • Course code
      SKDK4010
    • Number of credits
      10
    • Teaching semester
      2026 Autumn
    • Language of instruction and examination
      Norwegian/English
    • Campus
      Hamar
    • 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.

Course content

Like other forms of media, games are shaped by the cultures we live in and, in turn, influence both society and individuals. While games initially drew on earlier cultural forms such as literature, drama, and film, titles like WarCraft and The Last of Us have, in recent years, contributed to the development of expansive literary and cinematic universes. Games can therefore be understood as cultural expressions, on par with books, television, and film, that serve as cultural artefacts capable of shaping human experience and understanding.

The course Games and Media Culture explores these dynamics, offering insight into how games can be understood aesthetically, socially, and as a space for individual growth and development.

Key themes include:

  • Games as societal and cultural expressions

  • Art and creativity

  • Identity and Bildung

  • Theoretical approaches to game studies

Learning outcome

Upon successful completion of the course, the student will have achieved the following learning outcomes: 

Knowledge

The student has:

  • comprehensive knowledge of perspectives that explore games as forms of art and literature.

  • a strong understanding of metaculture related to games.

  • extensive insight into how games convey representation and identity.

  • an in-depth grasp of theoretical issues in games, including ethics and norms.

  • advanced understanding of games as cultural artefacts.

Skills

The student can:

  • present a self-selected theme within gaming and media culture, grounded in relevant theory and research.

  • critically and independently reflect on how games convey identity and diversity, drawing on appropriate theoretical and research-based perspectives.

General competence

The student can

  • participate in and position themselves within oral and written discussions about games as artistic and cultural expressions, engaging with both academic audiences and the general public.
Working and teaching methods

The teaching combines lectures, group work, and practical explorations of games and multimedia production. Canvas 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).

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.

Compulsory activities

A minimum of 75% attendance and active participation in class are mandatory.

To be eligible for the exam, the following individual mandatory assignments must be approved:

  • A draft of an academic text.

  • A presentation of the portfolio.

Examination
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComments
Portfolio examination
ECTS - A-F
Individual
  • Other – enter under comments
100
Permitted examination support material

Syllabus and other relevant academic literature.

All printed, digital, and written resources.

AI-generated text and content (e.g. from large language models) may be used but must be clearly marked and academically justified.
Form of assessment

The exam will consist of a portfolio assessment, including the final version of the mandatory course assignment, along with an individually written synopsis.

Performance is graded on a scale from A to F, with E as the lowest passing grade. The exam may be written in English, Norwegian, Swedish, or Danish.

Permitted examination support material

  • Syllabus and other relevant academic literature.

  • All printed, digital, and written resources.

  • AI-generated text and content (e.g. from large language models) may be used but must be clearly marked and academically justified.

Faculty
Faculty of Education
Area of study
Programmer som ikke passer i noen av de nevnte kategoriene
Programme of study
Master's Degree in Digital Communication and Culture
Course level
Second degree level (500-HN)