Undergraduate Module Catalogue

COMM2153 Games, Identities and Play

Module manager: Dr Celia Tsui
Email: s.tsui@leeds.ac.uk

Taught: invalid View Timetable

Year running

Module replaces

Videogames: Identities in Play

This module is not approved as an Elective

Module summary

This module explores how games, gamification, and play shape experiences and identities, and vice versa. Students will explore critical issues by analysing games and engaging in play, and use these insights to develop reflective and investigative projects. Key discussions and debates surrounding games, play and identities will be discussed. No prior experience of playing or writing about games is required, but a willingness to do so, and to think about them carefully and critically, is essential.

Objectives

This module explores concepts and theories that define games and play including the ways that gaming and play become tropes within wider digital culture, and as mechanisms for engagment and/or data extraction. We address both the means by which games engage players, and the kinds of identity and identification that they encourage.

Content ranging from representation, narratives and embodiment within and through digital and non digital games will allow students to investigate key discussions and debates around play, identity and games. The module takes a critical and reflective approach to games and play through analysis of games and activities of game playing and responds to these through reflection and investigative projects.

Learning outcomes

On successful completion of the module students will have demonstrated the following learning outcomes:



1. Demonstrate knowledge of the theories and concepts useful for critically engaging with games, play and identities;

2. Engage with key discussions and debates in the field of games culture;

3. Analyse games and gaming and reflect on the identities in play;

4. Investigate a specific manifestation of games through creative or research project.

5. Explore play and gaming as methods for analysing digital culture.

On successful completion of the module students will have demonstrated the following skills learning outcomes:

6. Apply theories to critically examine games and game playing;

7. Communicate ideas and critical analysis accurately and effectively, with individuals/and in groups;

8. Design and execute a creative or research project that investigates a specific aspect of games, play or identities in play

Syllabus

Introduction to games, play and identities; approaching games, play and identity; theorising games, play and identities.

Teaching Methods

Delivery type Number Length hours Student hours
Lecture 10 1 10
Practical 5 1 5
Seminar 5 1 5
Private study hours 180
Total Contact hours 20
Total hours (100hr per 10 credits) 200

Opportunities for Formative Feedback

Student progress is monitored by means of participation in weekly seminars, a mid-semester assessment, and optional individual tutorials.

Methods of Assessment

Coursework
Assessment type Notes % of formal assessment
Coursework reflective log 40
Coursework project 60
Total percentage (Assessment Coursework) 100

Normally resits will be assessed by the same methodology as the first attempt, unless otherwise stated

Reading List

Check the module area in Minerva for your reading list

Last updated: 30/04/2026

Errors, omissions, failed links etc should be notified to the Catalogue Team