Type of Credit: Elective
Credit(s)
Number of Students
此為英語授課/This course is taught in English
This course has applied for the E-learning program. If this course received the grant, Dr. Vivian Chen, a talented game researcher from National Nanyang Technological University will also teach 6 sessions for this course.
The seminar in Digital Games and Society will focus on the development of theories and research trends/topics in digital game literature. Students will learn how digital game research evolve in communication research. In addition, students will examine phenomena and their effects on human well-being, cognition, and emotions. Furthermore, we will look at how different areas employ digital games as a persuasive and educational tool and identity experiment.
「本課程已獲執行本校深耕數位互動課程補助計畫(E計畫),因此課程於課後將課程影片分享至教學平台並供已註冊課程之網路學員參與,故請修課同學務必簽署「修課學生參與數位互動課程同意書」;至本課程旁聽之同學,原則上亦須簽署,因故未能或不願簽署者,進入課堂旁聽時,視為已瞭解同意書內容並已授權。網路學員於線上註冊並使用服務前,務必先閱讀同意書,當在線上點選「同意」鍵,視為已閱讀書,並願意遵守所有同意書之規範。」 This course has recevied support from the school to be a digital-learning course. All students have to sign an agremment documnet to allow being recorded and being uploaded to the learning platform.
能力項目說明
The goals of the course are threefold: First, understand the seminal constructs in digital games. In addition, be familiar with related research published in “flagship” journals including Journal of Communication, Communication Research, Human Communication Research. Mainstream journals dedicated digital games including Media Psychology, Journal of Computer Mediated Communication, New Media and Society, Cyberpsychology, Behavior, and Social Networking, and Computers in Human Behavior. Second, be able to critically analyze and interpret how scholars in these fields frame research issues and investigate the effects of these two media on human being. Third, be able to build logical and precise argument to contribute to advance the knowledge of these two fields, theoretically and empirically. All students should be able to propose a clear-designed, well-argued research proposal at the end of the semester.
Criteria/Requirements:
For graduate students: Research paper is expected for graduate students as the term projects. You are welcome to do the term project individually or with a group of other students. In addition, graduate students have to prepare to the lead the course discussion and summarize the papers assigned for readings. Please use lots of examples/news stories to link to the theory.
For undergraduate students: You can choose to do literature review in chosen topic or design a game (exergame, advergame, serious game, VR game) for your term project. You are welcome to do the term project individually or with a group of other students. You are expected to engage in course discussion, and try to learn to do the course leading.
**This course will be hosted by both Jih-Hsuan Tammy Lin and Dr. Vivian Chen (Associate Professor, NanYang Technological University in Singapore). This course is part of the e-learning program supported by NCCU. All the content and discussion in the class will be recorded and be uploaded to the NCCU e-learning platform. All students are required to sign an agreement form to consent to be included in the videos.
Week |
Date |
Required Readings |
1 |
9/12 |
Introduction to class: (Dr. Tammy Lin) Video games as a field in communication
|
2 |
9/19 |
Game, play, development of digital games (Taught by Dr. Jih-Hsuan Tammy Lin)
|
3 |
9/26 |
Technology in console games: Motion-sensing systems. Let’s Play! Meet at Room 320 or VR Zone Virtual reality Content and design |
4 |
10/3 |
Reinecke, L., Tamborini, R., Grizzard, M., Lewis, R., Eden, A., & David Bowman, N. (2012). Characterizing mood management as need satisfaction: The effects of intrinsic needs on selective exposure and mood repair. Journal of Communication, 62(3), 437-453. |
5 |
10/10 |
National Holiday |
6 |
10/17 |
|
7 |
10/24 |
|
8 |
10/31 |
Esports and game streaming (Definition of game streaming nad related research; industry overview; Documentary: Free to play )
|
9 |
11/7 |
|
10 |
11/14 |
|
11 |
11/21 |
By Dr. Jih-Hsuan Tammy Lin
|
12 |
11/28 |
|
13
|
12/5 |
Clement Tang |
14 |
12/12 |
|
15
|
12/19 |
|
16 |
12/26 |
|
17 |
1/2 |
|
18 |
1/9 |
|
Class Participation and after-class activities 50
Midterm bibliography 10
Original Research Paper 40 (Presentation 15, paper 25)
Extra Credit up to 5%
Please see the attached course syllabus
Resources Games for health, http://www.gamesforhealth.org Games for change, http://www.gamesforchange.org Gamification: http://www.gamification.co/blog/ Health Games Research, http://www.healthgamesresearch.org/database Lumosity (brain games): http://www.lumosity.com/ Newsgaming: http://www.newsgaming.com/ Persuasive games, http://www.persuasivegames.com Persuasive Technology Lab, http://captology.stanford.edu Serious game initiative, http://www.seriousgames.org/index2.html Serious games summit, http://www.seriousgamessummit.com/ Water cooler games, http://www.watercoolergames.org Pokemon Go! https://docs.google.com/document/d/1xYuozfkON-RVZQkr7d1qLPJrCRqN8TkzeDySM-3pzeA/mobilebasic?pli=1