CCHU9060 Arts and Humanities
Gaming: Play, Learning and Society

This course is under the thematic cluster(s) of:

  • Sustaining Cities, Cultures, and the Earth (SCCE)

Course Description

Have you ever played a game? Most likely yes. Games have permeated almost all sectors in the society, all stages of life, and all cultures. Gaming industry is creating huge impacts on human economical activities. While the game phenomenon is making significant impact on our society, many fundamental questions about games remain unanswered. What are games? Why are games engaging? Why are games addictive? Can we tame the beast of game and totally use it for good?

This course will help you explore the theoretical and practical foundations of games and gamification, and understand the game phenomenon from neural and cognitive perspectives. You will (i) know the history and latest development of game studies, (ii) be equipped with neural and cognitive theories to better understand the game phenomenon, (iii) gain a more in-depth understanding of the concept of game, (iv) recognize the psychological, social, economic, and educational benefits of game application, (v) be alert to the potential harms and risks of gaming activities, (vi) learn the basic principles of game studies.

Course Learning Outcomes

On completing the course, students will be able to:

    1. Understanding the concept of game from historical, societal, cultural, and cognitive perspectives.
    2. Apply scientific principles from cognitive and psychological sciences to develop games or engaging activities to motivate self and others and promote communications, discussions, and corporations.
    3. Analyze the impact of games at individual and societal levels in modern society.
    4. Generate novel ideas or business related to productivity improvement and sustainability of collective human works.

Offer Semester and Day of Teaching

First semester (Wed)

Study Load

Activities Number of hours
Lectures 24
Tutorials 8
Reading / Self-study 40
Assessment: Essay / Report writing 40
Assessment: Presentation (incl preparation) 30
Total: 142

Assessment: 100% coursework

Assessment Tasks Weighting
Individual assignments 60
Group project and presentation 40

Required Reading

  • Kapp, K. (2012). The gamification of learning and instruction: Game-based methods and strategies for training and education. Pfeiffer. [Chaps. 1 & 2]
  • Mäyrä, F. (2008). An introduction to game studies. Sage.

Course Co-ordinator and Teacher(s)

Course Co-ordinator Contact
Dr G. Ouyang
Faculty of Education (Human Communication, Development, and Information Sciences)
Tel: 3917 0370
Teacher(s) Contact
Dr G. Ouyang
Faculty of Education (Human Communication, Development, and Information Sciences)
Tel: 3917 0370