Video Game: History, Industry, Society, and Creativity
電子遊戲面面覷
2021-22 Sem A
2021-22 Sem B
1 - Arts and Humanities
SCM
SCM
3
English
English
PILO 1
PILO 2
PILO 3
PILO 4
PILO 8
PILO 9
PILO 10
ATTITUDE
ABILITY
ACCOMPLISHMENT
B4

This course covers the video game from four different perspectives:

1. historical perspective;

2. industry perspective;

3. social impact;

4. creativity perspective.

Students will be exposed to the video game in the context of its history, design, and the video game industry. The course will consist of lectures and workshops. Student need to complete four reports, two written assignments, and one group project with a presentation.

CRN Section Term Type Capacity Day Time Building Room Instructor
1353213532C022021-22 Sem ALecture40Mon12:00-14:50YEUNGB5-117
  • Mr. THUNG Kin Tung
1325413254C012021-22 Sem ALecture40Tue09:00-11:50YEUNGB5-117
  • Mr. THUNG Kin Tung
Last Updated Time: 08-Dec-2021 07:49