GE4102 - Video Game: History, Industry, Society, and Creativity | ||||||||||
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| * The offering term is subject to change without prior notice | ||||||||||
Course Aims | ||||||||||
This course covers video game from four different perspectives: 1.) Historical perspective. 2.) Industry perspective. 3.) Social Impact. 4.) Creative perspective. Student will be exposed to game in the context of its history, design, social impact, and industry. The course will consist of lectures and workshops. Student need to complete 4 reports, 2 written assignments, and 1 group project with presentation. This course aims to explore the many facets of video game and its impact on our society in term of historical, industrial, and societal aspect. Video games had entered in our daily life as one of the most popular form of digital entertainment. Due to its popularity, video game creates an industry which is worth of the USD $54 billion (2008) worldwide. It tops both the movie and music industry in term of market value. Video game is also the subject of intense research activities within the academic world in the recent years. This course aims to facilitate the students to have deeper understanding of this new form of digital media by studying its history, industry, social impact, and the creative process of making video game. . The course is designed with the above mentioned four perspectives in mind. 1.) Historical perspective: Video game has colourful history. Starting from the day of âPongâ with nothing more than few pixels on screen per second to the current incarnation with millions of polygon per every 0.02 second , many talented people made their very best effort in order to make this progress and create this industry. Those are the pioneers in this industry and each of the pioneers has their own interesting story that is still worth of learning. We will follow the footsteps of those pioneers and share with their stories. In the class, we will talk about the the historical events like the introduction of âPongâ, rise of Mario (Nintendo), PS2 and Sony, Xbox and Microsoft, development of online games and many others. The stories not only illustrate the fascinating adventures of those creative people involved in the industry and they also illustrate business strategy in this highly competitive market. Student will study the history of video games through assigned readings and by actually playing some of the classical video games. 2.) Industry perspective: Video game business is a global business worth of USD $54 billion annually. It is a serious business by any scale. In studying video business, we discuss the famous business cases within video game industry. Famous cases include the rise of Nintendo, SONY strategy on PS and PS 2, Microsoft development of XBOX, and many other cases. Student will be asked to select one of those cases and make a detailed study. They will present their finding in a group presentation. 3.) Social Impact: Like all forms of popular media in our society, video games have been the subject of frequent controversy. A large number of studies had been conducted in order to determine its impact on children and adolescents. The positive impact of video games include it improves a player manual dexterity and computer literacy. E.g. The US Navy is using video game to train their helicopter pilots. It achieves very good result in term of cost saving and makes those pilots more adaptable to ever-increasing computer centric operational environment. The negative impact of video games is usually related to the amount of time th | ||||||||||
Assessment (Indicative only, please check the detailed course information) | ||||||||||
Continuous Assessment: 100% | ||||||||||
Detailed Course Information | ||||||||||
| GE4102.pdf | ||||||||||