Video Games as Performance: a Historical Perspective
Explores the history, business, and technology of video games through a performance framework, analyzing consoles, handhelds, and PCs to examine their cultural impact across eras.
Recent recorded grades — Spring 2026: 3.58 GPA, 81.1% A/AB (n=53 letter grades).
What you’ll be able to do
Identify iconic video game consoles, characters, companies, people, themes, and key attributes across video gaming generations to place key developments in video games into broader social, cultural, and historical contexts.
Describe key aspects of the video games as performance framework.
Employ various approaches to critically evaluate the artistic, societal, and cultural impact of video games as performance.
Demonstrate knowledge of major movements, trends, and events in the development of video games as cultural artifacts in global society.
Examine game characteristics through practical play and/or observing playthroughs using a theatrical lens.
Raw average: 4.89/5 from 9
quality ratings. The adjusted rating blends this with the UW review average
(3.66/5), weighted as 20
additional ratings. Smaller samples stay closer to that average. Each
captured review is counted once in the prior; this does not correct who
chooses to leave a review.
RMP profile ↗ · All captured review dates; profile matched by name.
No course-specific feedback yet.
Historical instructors & teaching patterns
Recorded history may be incomplete and does not establish a future
schedule.
Calendar & sections
Spring 2027
Schedule loads here as you scroll.
Section
Mode
Enrolled / capacity
Waitlist
LEC 001
Classroom Instruction
0 / 90
0
Times are Central. Select a meeting for
details; export includes recorded dates for the selected sections. Enrollment reflects scan time.
Recent recorded grades — Spring 2026: 3.58 GPA, 81.1% A/AB (n=53 letter grades).
difficulty & workload
No workload feedback recorded.
Topics
Evolution of video game consoles, handheld systems, and personal computers.
The business, technology, and individuals behind video game development.
Video games interpreted as theatrical performance.
Cultural impact of gaming segments on specific historical eras.
Skills
Apply the video games-as-performance framework to analyze gaming.
Identify iconic consoles, characters, and companies within historical contexts.
Analyze video games as cultural artifacts in global society.
Grades
Latest available · Spring 2026— not enough history to project Spring 2027.
average GPA
A / AB grades
letter grades
Instructor
Grade distribution · % of letter grades
A77.4%77.4%
AB3.8%3.8%
B5.7%5.7%
BC5.7%5.7%
C1.9%1.9%
D0.0%0.0%
F5.7%5.7%
More grade details Grade mix, volume & source data
Where this course fits relative to
Latest available grades · Spring 2026 · all course levels
3.583.58GPA
Higher than 3636% of other courses in this group.
Course GPAs · red marks this course’s range
5353letter grades
More recorded grades than 3838% of other courses in this group.
Typical course in this group: 66.066.0 letter grades.
About this comparison
1280 courses over the same term, each with at least 30 recorded
letter grades. Cross-listed courses count once. GPA is not a measure
of difficulty or teaching quality. The typical course is the median by
recorded grade count; tied values are not counted as lower. Grade
counts describe course scale, not unique students or typical section
size.
Descriptions compare GPA with this group’s average: at least 0.20
higher or lower; otherwise close to average. Section size uses median
recorded enrollment: small up to 30, mid-sized 31–99, large 100+.
Lectures and discussion/lab sections are described separately.
Sources & history
UW–Madison
Catalog & offerings
Descriptions, prerequisites, and recorded course offerings.
Catalog observation history
Observations at scan time; dates do not imply when a catalog change took effect.