Unit name | Classics and Extended Reality |
---|---|
Unit code | CLAS30054 |
Credit points | 20 |
Level of study | H/6 |
Teaching block(s) |
Teaching Block 2 (weeks 13 - 24) |
Unit director | Dr. Cole |
Open unit status | Not open |
Units you must take before you take this one (pre-requisite units) |
None |
Units you must take alongside this one (co-requisite units) |
None |
Units you may not take alongside this one |
None |
School/department | Department of Classics & Ancient History |
Faculty | Faculty of Arts |
Why is this unit important?
From video games to virtual reality experiences, the Classical world continues to inspire developers and players alike. What does it mean, though, to explore antiquity in virtual spaces? How are such virtual worlds built, how are they experienced, and what do current technological developments mean for the future of Classics? This unit takes the idea of extended reality, which typically refers to virtual, augmented, and mixed reality, and considers how - from the inception of video games through to the latest AR and VR applications - the history and culture of the Classical past have been twinned with the digital. By collectively playing, exploring, and critically examining a range of games, VR experiences, and AR apps, this module will help students to better understand what aspects of Classics have been extended, what constitutes ‘virtual antiquity’, and what might be missing.
How does this unit fit into your programme of study
This unit examines how the history and culture of classical antiquity intersects with new media, in particular video games, VR, and AR. It builds on the core competencies that students will have developed during their degree, whether in the history and historiography of Greece and Rome and/or its literary and artistic landscapes and their reception. By introducing new media into the discussion, the unit challenges students to think about how games and immersive experiences can nuance an understanding of the Classical world, as well as how knowledge of the Classical world can help to better understand new media today.
An overview of content
We will consider the development of Classical antiquity games, focusing on case studies such as Age of Empires (1997) and Assassin’s Creed Odyssey (2018). Alongside this, we will consider VR simulations, for instance the Virtual Reality Oracle (2022) and Assassin’s Creed Nexus (2023). Finally, we will explore AR apps such as Microsoft’s Ancient Olympia: Common Grounds (2021). Throughout the unit, we will draw on scholarship on game design and player experience to consider the legacy and future of Classics and Extended Reality. Students will also have the chance to experiment with creative responses to the chosen case studies, for instance through modding tools.
How will students, personally, be different as a result of this unit?
You will have a detailed knowledge of how the Classical world features in video games, VR, and AR, and an understanding of the potential of new media. You will be able to formulate arguments about the construction, dissemination, and impact of ‘virtual antiquity’, as well as make use of creative approaches to explore new possibilities.
Learning Outcomes
On successful completion of the unit, students will be able to:
1. critically evaluate the implications of digitally reconstructing, re-imagining, and representing the ancient world;
2. develop creative responses to industry challenges around the use of Classical material in games and immersive experiences
3. apply theories from within the multidisciplinary field of Game Studies to selected games and immersive experiences inspired by antiquity;
4. demonstrate skills in critical thinking and written communication appropriate to level H/6.
Classes will involve a combination of long- and short-form lectures, class and small-group discussion, and practical activities, including play sessions. Students will be expected to engage with readings and participate on a weekly basis. This will be further supported with drop-in sessions and self-directed exercises with tutor and peer feedback. Students do not need to purchase copies of the games and immersive experiences explored during the course, as they will be made available through other means.
Tasks which count towards your unit mark (summative):
Response to industry brief, 1,000 words (30%) [ILOs 2,4]
Essay, 2,500 words (70%) [ILOs 1,3,4]
When assessment does not go to plan
When required by the Board of Examiners, you will normally complete reassessments in the same formats as those outlined above. However, the Board reserves the right to modify the format or number of reassessments required. Details of reassessments are confirmed by the School/Centre shortly after the notification of your results at the end of the year.
If this unit has a Resource List, you will normally find a link to it in the Blackboard area for the unit. Sometimes there will be a separate link for each weekly topic.
If you are unable to access a list through Blackboard, you can also find it via the Resource Lists homepage. Search for the list by the unit name or code (e.g. CLAS30054).
How much time the unit requires
Each credit equates to 10 hours of total student input. For example a 20 credit unit will take you 200 hours
of study to complete. Your total learning time is made up of contact time, directed learning tasks,
independent learning and assessment activity.
See the University Workload statement relating to this unit for more information.
Assessment
The assessment methods listed in this unit specification are designed to enable students to demonstrate the named learning outcomes (LOs). Where a disability prevents a student from undertaking a specific method of assessment, schools will make reasonable adjustments to support a student to demonstrate the LO by an alternative method or with additional resources.
The Board of Examiners will consider all cases where students have failed or not completed the assessments required for credit.
The Board considers each student's outcomes across all the units which contribute to each year's programme of study. For appropriate assessments, if you have self-certificated your absence, you will normally be required to complete it the next time it runs (for assessments at the end of TB1 and TB2 this is usually in the next re-assessment period).
The Board of Examiners will take into account any exceptional circumstances and operates
within the Regulations and Code of Practice for Taught Programmes.