Module manager: Dr Celia Tsui
Email: s.tsui@leeds.ac.uk
Taught: invalid View Timetable
Year running
Videogames: Identities in Play
This module is not approved as an Elective
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.
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.
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
Introduction to games, play and identities; approaching games, play and identity; theorising games, play and identities.
| 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 | ||
Student progress is monitored by means of participation in weekly seminars, a mid-semester assessment, and optional individual tutorials.
| 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
Check the module area in Minerva for your reading list
Last updated: 30/04/2026
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