PDF Gaming Globally: Production, Play, and Place (Critical Media Studies)

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Well edited and properly documented, this collection provides useful insights for those who study the acts of video games on the globalized stage. Summing Up: Recommended.

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    Buy eBook. Buy Hardcover. Buy Softcover. FAQ Policy. About this book Video games are inherently transnational by virtue of industrial, textual, and player practices. The range of topics include the Internet, social media, digital games, big data, mobile media, posthumanism, digital ethnography and much more.

    Note on fees: The tuition fees shown are for the year indicated above. Fees for subsequent years may increase or otherwise vary. Further information on fee status, fee increases and the fee schedule can be viewed on the UCL Students website. Fees for flexible, modular study are charged pro-rata to the appropriate full-time Master's fee taken in an academic session. A minimum of a second-class UK Bachelor's degree in a relevant subject e.

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    If your education has not been conducted in the English language, you will be expected to demonstrate evidence of an adequate level of English proficiency. Further information can be found on our English language requirements page. Country-specific information, including details of when UCL representatives are visiting your part of the world, can be obtained from the International Students website.

    International applicants can find out the equivalent qualification for their country by selecting from the list below. Students will explore contemporary digital media practices in relation to the questions of culture, politics and representation. They will critically examine the transformations in digital culture and society focusing on, for example, mobile media and communications, digital screens and the body, and digital games and player cultures. Students undertake modules to the value of credits including compulsory and optional modules and write a dissertation 20, words or report 10, words.

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    The degree includes two compulsory modules 30 credits each ; two optional modules 30 credits each ; a 20, word Dissertation 60 credits ; or a 10, word Report 30 credits , allowing an additional 30 credit module. Optional modules are: Mobile Media and Place mobilities, locative media, location-based apps, surveillance ; Bodies and Digital Media physical, virtual and technological embodiment ; Digital Games and Play digital games, player cultures, basic game design ; or other modules in the MA Digital Media programme, subject to availability.

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    Visit the UCL Institute of Education website for more information, including module descriptions, which can be seen by clicking on the module title. Please note that the list of modules given here is indicative. This information is published a long time in advance of enrolment and module content and availability is subject to change. All students undertake a research project culminating in a 20, word Dissertation 60 credits or a smaller study leading to a 10, word Report 30 credits.

    Games Can Be AMAZINGLY Political - They Just Arent Right Now

    Both may be part-practice based, with practical media production replacing half the word-count. Teaching is delivered by face-to-face lectures and seminars, and practical workshops combined with online-learning support. Students are assessed by coursework assignments of up to 5, words, plus practical or portfolio work for some modules. They will be evaluated by the programme team on the same criteria as all other applications, with the added requirement that the applicant is eligible to pay UK fees.

    For a comprehensive list of the funding opportunities available at UCL, including funding relevant to your nationality, please visit the Scholarships and Funding website. This programme will equip students with skills, knowledge and experience related to the rapidly-changing worlds of digital media cultures. It will therefore support career development in a variety of media contexts, as well as further postgraduate study.

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    Graduates of this programme will gain critical insights into digital media: into the nature of production, consumption and uses of the media in contemporary society. They will be experienced in the analysis of media texts, media audiences, and media technologies across a range of traditional and current media industries. They will acquire critical insights into the nature of contemporary digital media, such as mobile media and digital games.

    They will gain experience of researching digital media including content, users, and technologies. It is based at the UCL Knowledge Lab , a leading interdisciplinary centre whose mission is to understand and develop digital technologies to support and transform education and beyond. Based on research evidence, the Knowledge Lab devises new pedagogies, designs and implements innovative digital media and smart technologies for teaching and learning, and informs policymakers and educational stakeholders.

    The programme team belongs to the DARE research centre.