CST 4V30 
Impact of the Video Game Industry
Fall Semester 2002

Monday 5:00-8:00pm

This course syllabus is modified as necessary throughout the semester. The "official" course syllabus is the current web version. You may print a copy of the syllabus for your convenience, but DO NOT rely on a printed version; it may not be up to date. Always check the web version for any changes in project details or due dates, and make sure to "refresh" or "reload" the page in your browser so that you are viewing the latest version.

Professor

Michael F. Korpi, Ph.D.
150 Castellaw Communications Building
Office Phone: 254-710-1621
Email: michael_korpi@baylor.edu 
Office Hours: MW 1:30-2:50pm, TR 2:00-3:20pm, other times by appointment

Graduate Teaching Assistant

Brian Potter
204 Castellaw Communications Building
Cell: 817-729-5501
Email: potterman14@hotmail.com

Required Textbooks

Jones, Gerard. Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-believe Violence. NY: Basic Books, 2002.

Demaria, Rusel and Wilson, Johnny L.  (2002).  High Score: The Illustrated History of Electronic Games.  Berkeley, CA: McGraw-Hill/Osborne, 2002.

Course Description and Objectives

The 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.

Grading

Grades are assigned in this course according to a point system. The letter grade to points equivalency is as follows:

  • A  900-1000

  • B+  870-899

  • B  800-869  

  • C+  770-799  

  • C  700-769  

  • D  600-699  

  • F  599 or below

The breakdown of the final grade you earn is approximately:

  • 20% Class Participation
  • 25% Game Play, Journal, and Critiques
  • 20% Corporate, Developer, Platform, and Franchise Profiles
  • 35% Research Paper

Class Participation

150 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 Critiques

250 possible points
(Journal 50pts., Critiques @ 25pts.)

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 Profiles

200 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 Paper

350 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 Assignments

The 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:
Overview and Introduction to the Video Game Industry,
8/26/02 and 9/02/02
Pages 1–41, Demaria and Wilson (9/2); Chapters 1-3, Jones (9/2); other readings as assigned.

Part Two:
Historical Perspective and Social Issues,
9/9/02 and 9/16/02
Pages 42-99, Demaria and Wilson; Chapters 4-7, Jones; other readings as assigned.

Part Three:
Content Creation and New Economic Models,
9/23/02 and 9/30/02
Pages 103-153, Demaria and Wilson; Chapters 8-11, Jones; other readings as assigned.

Part Four:
Diffusion Theory, Creative and Innovative Management and New Technology Platforms,
10/7/02 and 10/14/02
Pages 154-242, Demaria and Wilson; Chapters 12 and 13, Jones; other readings as assigned.

Part Five:
Impact of Technology on Society and Learning Theory, 10/21/02 and 10/28/02
Pages 243-320, Demaria and Wilson; other readings as assigned.

Part Six:
Current Issues and Special Topics, 11/4/02, 11/11/02, 11/18/02, 11/25/02, 12/02/02
Readings to be assigned.

Present Final Paper Briefs (12/02/02)

Part Seven: Future of the Video Game Industry and Learning, 12/09/02
No assigned readings.

>

Other Policies

Style Sheet and Report Writer

With the exceptions of the game play journal (which may be handwritten) and PowerPoint presentations, all written assignments must conform to the APA style sheet.  (A short APA style guide can be found here: http://www3.baylor.edu/cbird/apa_style/index.htm )

In addition, all written work must be created and managed in Report Writer, and the final versions must be published on the Web.  PowerPoint presentations must be made available on the Web.

Late work

A 5% per day penalty will be assessed for all late assignments. This is done to protect those students who are diligent in getting their work done on time. Avoid this problem by planning ahead and submitting your work to on time.

Attendance

Given the course content, attendance is extremely important. Papers and in-class dialog will depend on it. Even though the University policy says you must attend at least 75% of classes, I hope you would consider our class structure and decide accordingly.

Office Hours

I do encourage you to meet with me outside of class by scheduling appointments.

Conduct

I assume this will not be a problem, but if one does arise (e.g., cheating, plagiarism, etc.) I will take appropriate disciplinary actions and report this to the Dean and Honor Council.