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Course Description and ObjectivesThe video game industry is a $10 billion per year business in North America (NPD Fun World, 2002). Approximately 60% of all Americans, or about 145 million people, play some form of an interactive game on a regular basis (Hart Research, 2000). The video game industry exhibits extremely rapid and aggressive development in both technology and markets, among the most rapid of the 20th and 21st Centuries, and like other communication media, on the one hand video games have generated much concern about possible negative impacts on society, and on the other hand, they have created great enthusiasm regarding possible benefits for education. This course will take a contextual approach, focusing on the drivers and issues surrounding the economic, regulatory, technological, aesthetic and socio-cultural aspects of the video game industry. Examining this context for both past and present provides an excellent analytical framework for building an understanding of video games. In addition, this course will employ theoretical perspectives such as the Creative and Innovative Management, and Diffusion of Innovations as a basis for analysis. As a seminar, the course is a discussion among equals who are interested in improving their understanding of communication, leadership, management and social impact in a changing world. Selected readings providing an historical, business, aesthetic and social perspective of the video game industry will serve as the initial basis for this discussion. Specific methodologies covered in the seminar include basic survey research, historical case study, qualitative interviewing techniques, and focus groups. The class assignments are structured to develop students’ understanding of the impact of the video game industry, while furthering their academic capacity to conduct solid research endeavors. The class is structured to build core competencies in applying communication theory and methodologies in order to evaluate and critique the impact of new technologies on society, with the goal of creating scholarly contributions in the student's area of academic specialty. We are interested in generating new and useful knowledge. GradingGrades are assigned in this course according to a point system. The letter grade to points equivalency is as follows:
The breakdown of the final grade you earn is approximately:
Class Participation150 possible points Class sessions will assume that you are prepared with assignments completed for that day. Participation is strongly encouraged in order to get the most out of the class. Graduate students will be assigned to be class leaders over daily readings and lead discussion for a particular class day, but undergraduates will be expected to be active and valuable participants in the discussion. Game Play, Journal, and Critiques250 possible points Part of understanding video games must come from actually playing them. All students are required to spend a minimum of four hours per week playing video games. You may use the CC126 Game Lab or other game systems that are available to you. Keep a journal of your game playing experience -- including a record of time on task/game/level and comments regarding your impressions of the experience. This record will be very useful for the next stage: writing critiques of games and game platforms. Write brief critiques (300-400 words) of six games of your choice. Write longer critiques (600-800 words) of two game platforms of your choice. You may critique game platforms not in the Game Lab only if you currently have access to a functioning example of this platform. Bonus: One extra point may be earned for each hour of game play in excess of eight hours per week up to fifteen hours per week. All this game play must be usefully documented and commented upon in the journal, and you must have met the minimum number of hours for all previous weeks in order to earn these points. Corporate, Developer, Platform, and Franchise Profiles200 possible points It is important to know the industry players and to understand the impact of "franchise" products. You are required to write four profiles. Due dates to be scheduled later. Research Paper350 possible points The final paper is an academic style paper on a selected topic related to the content covered in this seminar. It should be a contextual-based paper, that is, a paper focusing on the issues and impacts you deed important to your area of interest and specialty. Your paper must include a glossary, annotated bibliography, and appendix supporting your analysis. A brief (6 minute) oral presentation is to be presented in class at the assigned time using PowerPoint along with a one-page executive summary to be shared with the class on the day of your presentation. Due date to be scheduled later. Topic Schedule and Reading AssignmentsThe topical organization of the seminar and reading assignments drawn from the two required text books are listed below. In addition to these assignments, there will be numerous other readings drawn from the seminar's ongoing research and assigned at the professors' discretion. Part One:
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