教學大綱 Syllabus

科目名稱:電子遊戲與社會

Course Name: Digital Games and Society

修別:選

Type of Credit: Elective

3.0

學分數

Credit(s)

19

預收人數

Number of Students

課程資料Course Details

課程簡介Course Description

此為英語授課/This course is taught in English

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.

 

核心能力分析圖 Core Competence Analysis Chart

能力項目說明


    課程目標與學習成效Course Objectives & Learning Outcomes

    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.

     

     

    每周課程進度與作業要求 Course Schedule & Requirements

    教學週次Course Week 彈性補充教學週次Flexible Supplemental Instruction Week 彈性補充教學類別Flexible Supplemental Instruction Type
    • 課程預計進度
    • 課程預計進度

    Week

    Date

    Required Readings

    1

    9/11

    Introduction to class (Dr. Tammy Lin)

    Video games as a field in communication

    1. Applications of games
    2. Game as an important role in Web 3.0 and metaverse
    3. Origins of digital games

    2

    9/18

    Game, play, development of digital games (Taught by Dr. Jih-Hsuan Tammy Lin)

    1. Quandt, T., Van Looy, J., Vogelgesang, J., Elson, M., Ivory, J. D., Consalvo, M., & Mäyrä, F. (2015). Digital games research: a survey study on an emerging field and its prevalent debates. Journal of Communication65(6), 975-996.
    2. More than stories with buttons: Narrative, mechanics, and context as determinants of player experience in digital games-Elson et al. 2014
    3. Defining enjoyment and mood management as intrinsic needs
    4. Vorderer, P., & Reinecke, L. (2015). From Mood to Meaning: The Changing Model of the User in Entertainment Research. Communication Theory25(4), 447-453.
    5. Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. (2010). Defining media enjoyment as the satisfaction of intrinsic needs. Journal of Communication, 60, 758-777. doi: 10.1111/j.1460-2466.2010.01513.x
    6. 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 Communication62(3), 437-453.

    3

    9/25

    Technology in console games: Motion-sensing systems.

    Let’s Play! Meet at Room 320 or VR Zone  

    Virtual reality Content and design

    4

    10/2

    1. Virtual reality and games (by Jih-Hsuan Tammy Lin)
    2. Lin, J.-H.*;Wu, D.-Y.;Tao, C.-C., (2018), 'So scary, yet so fun: the role of self-efficacy in enjoyment of a virtual reality horror game, ' New Media and Society, 20, 3223-3242.
    3. Lin, J.-H.*, 2017.07, 'Fear in Virtual Reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game, ' Computers in Human Behavior, Vol.72, pp.350-361.(SSCI)
    4. Tammy Lin, J. H., Wu, D. Y., & Bowman, N. (2023). Beat Saber as Virtual Reality Exercising in 360 Degrees: A Moderated Mediation Model of VR Playable Angles on Physiological and Psychological Outcomes. Media Psychology, 26(4), 414-435.

    5

    10/9

    National Holiday 

    6

    10/16

    1. Violence and digital games (by Jih-Hsuan Tammy Lin)
    2. Character identification, player-avatar relationship as mechanisms
    3. Klimmt, C., Hefner, D., & Vorderer, P. (2009). The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception. Communication Theory, 19(4), 351-+. doi: 10.1111/j.1468-2885.2009.01347.x
    4. Lin, J. H. (2013). Identification matters: A moderated mediation model of media interactivity, character identification, and video game violence on aggression. Journal of Communication, 63, 682-702. doi: 10.1111/jcom.12044
    5. Barlett, C. P., Anderson, C. A., & Swing, E. L. (2009). Video game effects--confirmed, suspected, and speculative: A review of the evidence. Simulation Gaming, 40(3), 377-403. doi: 10.1177/1046878108327539

    7

    10/23

    Esports and game streaming (Definition of game streaming nad related research; industry overview; Documentary: Free to play )

    1. (By Dr. Jih-Hsuan Tammy Lin) 
    2. Cheung, G., & Huang, J. (2011, May). Starcraft from the stands: understanding the game spectator. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 763-772). ACM.
    3. Lin, Bowman, Lin, & Chen (2019). Setting the Digital Stage: Defining Game Streaming as an entertainment experience. Entertainment Computing, 31,

    8

    10/30

    Session 1: Interactivity-as-demand, cognitive demand

    by Nicholas Bowman, Syracuse University

    9

    11/6

    導向體驗二 (Co-play, social VR games)

    10

    11/13

    1. Advergames and Games for health (will feature related projects and research regarding using games for advertising persuasion)
    2. Newsgames: Games for news

    By Dr. Jih-Hsuan Tammy Lin

    1. van Reijmersdal, E. A., Rozendaal, E., & Buijzen, M. (2012). Effects of prominence, involvement, and persuasion knowledge on children's cognitive and affective responses to advergames.
    2. Peng, W., Lin, J. H., Pfeiffer, K., & Winn, B. (2012). Need satisfaction supportive game features as motivational determinants: An experimental study of a self-determination theory guided exergame. Media Psychology, 15, 175-196.
    3. Peng, W., Lee, M., & Heeter, C. (2010). The effects of a serious game on role-taking and willingness to help. Journal of Communication, 60(4), 723-742. doi: 10.1111/j.1460-2466.2010.01511.x
    4. Lin, J.-H., & Wu, D.-W. (2020). Newsgames for the greater good: The effects of graphic realism and geographic proximity on knowledge acquisition and willingness to help. Journalism and Mass Communication Quarterly

    11

    11/20

    Final project chat/talk/counseling 晤談

    12

    11/27

    Online talk: Benjamin Li (Nanyang Technological School in Singapore)

    Topic: Proteus Effect regarding avatars in video games/VR. Or why VR feels so real to use and introduce some of my work on VR for good (empathy, environment and health)

    13

     

    12/4

    1. Session 2: Interactivity-as-demand, emotional demand

    by Nicholas Bowman, Syracuse University

    14

    12/11

    1. Session 3: Interactivity-as-demand, exertional demand

    by Nicholas Bowman, Syracuse University

    15

     

    12/18

    1. Session 4: Interactivity-as-demand, social demand

    by Nicholas Bowman, Syracuse University

    16

    12/25

    1. Final project presentation

    17

    1/2

    Flexible week—writing paper

    18

    1/9

    Flexible week—final paper submission

     

    授課方式Teaching Approach

    40%

    講述 Lecture

    20%

    討論 Discussion

    10%

    小組活動 Group activity

    30%

    數位學習 E-learning

    0%

    其他: Others:

    評量工具與策略、評分標準成效Evaluation Criteria

    Class Participation and after-class activities     50

    Midterm bibliography                      10

    Original Research Paper                                                     40 (Presentation 15, paper 25)

    Extra Credit                              up to 5%

    指定/參考書目Textbook & References

    Please see the attached course syllabus

    已申請之圖書館指定參考書目 圖書館指定參考書查詢 |相關處理要點

    維護智慧財產權,務必使用正版書籍。 Respect Copyright.

    課程相關連結Course Related Links

    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
    

    課程附件Course Attachments

    課程進行中,使用智慧型手機、平板等隨身設備 To Use Smart Devices During the Class

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