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.
* Gentile, D. A., Lynch, P., Linder, J. & Walsh, D. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviours, and school performance. Journal of Adolescence, 27, 5-22. | ||||||||||
Assessment (Indicative only, please check the detailed course information) | ||||||||||
Continuous Assessment: 100% | ||||||||||
Detailed Course Information | ||||||||||
GE4102.pdf | ||||||||||
Useful Links | ||||||||||
School of Creative Media |