Game Time: UTM will begin offering a minor in game studies this fall
![computer screen with gaming system](/english-drama/sites/files/english-drama/styles/full_width_m/public/2023-05/gamers-desk.jpg.webp?itok=xeL7VOOk)
Most of today’s students play video games. Why not study them, too?
At the beginning of each course, Larry Switzky asks students in his undergraduate gaming studies class to share a brief gaming experience that “moved” them.
“There are no two accounts that are entirely alike,” says the associate professor of English and drama at U of T Mississauga. “Some people talk about playing games since they were kids, some people talk about picking up games in high school. Gaming got a lot of people through the pandemic because it was a form of being social or having purpose in a meaningful activity when a lot of students felt devoid of purpose, or they didn’t have any connection to their peers because they had to be locked away in their homes.”
I turn the mini-assignment around on him: what was a gaming experience that moved him? After thinking for a moment, he mentions an interactive text-based game he played when he was a kid, called Planetfall. It featured a robot companion named Floyd who was childlike, funny and often outrageous. But the game’s logic drove toward a difficult eventuality: “At a certain point, Floyd volunteers to die, and I remember being devastated by this as a kid,” he says. “I had to step away for a while and think about whether I wanted to continue.”
Reflecting on those conflicted childhood feelings, Switzky observes that he became deeply engaged with what he admits was a technologically rudimentary game. The experience struck a nerve in a way that other media – such as books and TV – didn’t.
His oblique and insightful prompt to his students opens the door to a discipline that has taken off in the past 20 years. Game studies is part of a much larger and older scholarly exploration of the vitally important role of play in human life. With its more contemporary focus on digital and video, game studies touches on a wide range of fields – from drama and literature to sociology, business, psychology, design and history.
The global gaming industry is valued at more than $200 billion a year, dwarfing both the book and film industries. Today’s students are just as likely to have a favourite game as they are a book or movie. Yet scholars who study gaming have – at least in the past – found themselves forced to defend the discipline in ways that their colleagues in literature or cinema studies do not. Siobhan O’Flynn, a longtime instructor of video games at UTM, likes to flip the question and ask, “Why aren’t we studying them?”
To that end, UTM will begin offering a minor in game studies this fall, marking the evolution of this field of study from a loose collection of design and analysis courses into a more coherent program. Students seeking to graduate with the minor will be asked to think critically and analytically about the games they study and to create a portfolio of games as a culminating exercise.