DIGITAL GAME CULTURES
An examination of the forms, practices, economies, institutions, politics, and modes of engagement that make digital games an important site of culture and power.
Prerequisites & course information
Requisites: COM ARTS 250 , ( COM ARTS 351 or 346 ), and junior standing, or graduate/professional standing Course Designation: Core GenEd - Humanities & Arts Level - Advanced L&S Credit - L&S Liberal Arts and Science Grad 50% - Counts toward 50% graduate coursework requirement Repeatable for Credit: No Last Taught: Fall 2025 Learning Outcomes: 1. Explain the complex cultural forms that constitute digital games Audience: Both Grad & Undergrad 2. Critique the powerful structures and institutions that drive the cultural economies of gaming Audience: Both Grad & Undergrad 3. Analyze the diverse practices and ways of life in which game players and communities engage Audience: Both Grad & Undergrad 4. Evaluate the contradictory politics of digital games in terms of their complicity with cultural hierarchies and their potential for radical cultural critique Audience: Both Grad & Undergrad 5. Share the experience of play to build a productive and inclusive community Audience: Both Grad & Undergrad 6. Make choices to develop individualized pathways through course material and meaningful ways of engaging it Audience: Both Grad & Undergrad 7. Embrace the challenges of play to take satisfaction and pride in accomplishments, regardless of failures along the way Audience: Both Grad & Undergrad 8. Develop a vision for digital games as a part of research and/or teaching practice Audience: Graduate Learning Outcomes: 1. Explain the complex cultural forms that constitute digital games Audience: Both Grad & Undergrad 2. Critique the powerful structures and institutions that drive the cultural economies of gaming Audience: Both Grad & Undergrad 3. Analyze the diverse practices and ways of life in which game players and communities engage Audience: Both Grad & Undergrad 4. Evaluate the contradictory politics of digital games in terms of their complicity with cultural hierarchies and their potential for radical cultural critique Audience: Both Grad & Undergrad 5. Share the experience of play to build a productive and inclusive community Audience: Both Grad & Undergrad 6. Make choices to develop individualized pathways through course material and meaningful ways of engaging it Audience: Both Grad & Undergrad 7. Embrace the challenges of play to take satisfaction and pride in accomplishments, regardless of failures along the way Audience: Both Grad & Undergrad 8. Develop a vision for digital games as a part of research and/or teaching practice Audience: Graduate
Sources
- Course catalogue ↗2026-2027