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Game On: Cultural Impact of Games


Course note

This course will begin running in fall 2026.

About this course

The gaming industry is booming with casual, serious, and social games from World of Warcraft and League of Legends to Fortnite, Minecraft, and Candy Crush. This course explores how we play games to relax and have fun, but also how they serve as spaces for community, education, and activism, sometimes even bullying or radicalization. 

Drawing on communication theory and cultural studies, we will analyze game genres including arcade, first-person shooter, multiplayer role-playing, educational, and virtual world experiences. We will explore the Scandinavian gaming scene, one that is often challenging industry standards and cultural norms, and meet innovative companies such as Danish developer Serious Games Interactive, a European leader in games-based learning. 

This course takes a non-technical approach, and no gaming experience is required, though you will of course also enjoy it if you are a gamer. 

Syllabus

Fall 2026 (Draft)

Go to syllabus

This is a draft syllabus. The final syllabus will be available here a few days prior to the new course’s first start date.

Faculty

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Faculty

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