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Course content, structure and teachingThis course surveys business and industry aspects of video games, and cultural and social aspects of gaming, as presented in contemporary scholarship in media studies. It also explores the contours of the emergent field of game studies. The video games industry provides contemporary examples of technological innovation and convergence, and codevelopment with other popular media. Video games are also providing cultural studies with rich new texts that can illuminate features of contemporary social life, including cybercultures. As part of the coursework, students will complete a case study analyzing cultural, technological, genre, and marketplace aspects of one video game.
The course's development of personal competencesStudents will develop a multi-perspective research method, apply business analytics to cultural products, and apply media economics concepts to new technologies.
Learning ObjectivesThe specific goals of this course are to:
The course will be run as a seminar with mini-lectures presented weekly. Case study discussions and presentations will also be conducted.
ExaminationMandatory mid-term feedback assignment: In order to be allowed to present the final assignment, students are required to submit one short written assignment.
Final Exam: Project/home assignment (written individually), 10 A4 pages.
Re-take exam: Project/home assignment (written individually), 10 A4 pages.
Recommended literatureAphra Kerr, The business and cultures of digital games: Gamework/gameplay, Sage, 2006. 192 pages.
Simon Egenfeldt et al., Understanding video games: The essential introduction, Routledge, 2008. 294 pages.
Torill Mortensen, Perceiving play: The art and study of computer games, Peter Lang Publishing, 2009. 184 pages.
Offered by:
HA Dat.
Department/center:
ISUP Secretariat 2010
Level:
Undergraduate
ECTS:
7.5 ECTS, 225 student work hours
Course period:
6 week course (5 weeks of classes, final exam in week 6)
Schedule:
Brown Timeslot
Exam type: