Type of Credit: Elective
Credit(s)
Number of Students
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.
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.
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 |
---|---|---|
Week |
Date |
Required Readings |
1 |
9/9 |
Introduction to class: (Dr. Tammy Lin) Video games as a field in communication
|
2 |
9/16 |
Game, play, development of digital games (Taught by Dr. Jih-Hsuan Tammy Lin)
|
3 |
9/23 |
Technology in console games: Motion-sensing systems. Let’s Play! Meet at Room 320 or VR Zone Virtual reality Content and design |
4 |
9/30 |
Virtual reality and games (by Jih-Hsuan Tammy Lin)
|
5 |
10/7 |
Interactivity as demand, cognitive demand (online session 1) by Nick Bowman (包尼克), Syracuse University
|
6 |
10/14 |
Violence and digital games & Character identification, player-avatar relationship as mechanisms
|
7 |
10/21 |
Esports and game streaming (Definition of game streaming and related research; industry overview; Documentary: Free to play )
|
8 |
10/28 |
Interactivity as demand—emotional demand (online session 2) by Nick Bowman (包尼克), Syracuse University
|
9 |
11/4 |
VR zone experience or Spatial Computing for games
Maloney, D., Freeman, G., & Wohn, D. Y. (2020). " Talking without a Voice" Understanding Non-verbal Communication in Social Virtual Reality. Proceedings of the ACM on Human-Computer Interaction, 4(CSCW2), 1-25.
*Motion-based VR *Cooperative VR *Action-motion VR
|
10 |
11/11 |
Advergames and Games for health (will feature related projects and research regarding using games for advertising persuasion) Newsgames: Games for news
|
11 |
11/18 |
Final project chat/talk/counseling 晤談 (In class) |
12 |
11/25 |
Interactivity-as-demand, exertional demand in person, sessions 3 and 4) by Nick Bowman (包尼克), Syracuse University
Liebold, B., Bowman, N. D., & Pietschmann, D. (2020). Natural in the eyes of the (be)holder: A survey on novelty and learning effects in the enjoyment of naturally mapped video game controllers. Psychology of Popular Media Culture, 9(2), 255-265. |
13
|
12/2 |
Online talk: Christine Cook Topic: Trolling and uncivil behaviors in digital games |
14 |
12/9 |
Session 5: Interactivity-as-demand, social demand (online session 5) by Nick Bowman (包尼克), Syracuse University
|
15
|
12/16 |
Session 6: Sense of place and nostalgia in games (online session 6) by Nick Bowman (包尼克), Syracuse University
|
16 |
12/23 |
Final project presentation |
17 |
12/30 |
Flexible week—writing paper |
18 |
1/6 |
Flexible week—final paper submission |
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