HISTORY AND ANALYSIS OF GAMING
- Course
- GADS406 - HISTORY AND ANALYSIS OF GAMING
- Department
- Digital Game Design - English - Undergraduate
- Course Type
- Course
- Status
- Required
- Language
- English
- Credit
- 3
- ECTS
- 8
- T+P+L
- 3 + 0 + 0
- Course Coordinator(s)
- Sr. Instr. Hyun Bo PARK
- Prerequisite
- -
- Keywords
Course Description
This course aims to provide students with an in-depth theoretical understanding of the historical development of gaming, from the 1940s to the present. It will also introduce students to critical concepts for the analysis of video games and gaming culture more broadly. In this way, the course will encourage students to consider the influence of technology on game design, the transformation of gaming from a minority pursuit to a major global industry, and the emergence of games as aesthetic objects with their codes and conventions. The skills and concepts developed in this course will feed directly into more practical design and programming components in later courses.
HISTORY AND ANALYSIS OF GAMING
Evaluation Tools (Active Term)
No evaluation items have been defined.
Course outcomes
No course outcomes have been defined yet.
Course Syllabus
| Week | Topic |
|---|---|
| Week 1 | OT & Game Analysis Frameworks |
| Week 2 | Beginning of the Game : From the mainframe to the Arcade |
| Week 3 | 1st Gen Console & The 1983 Industry Crash |
| Week 4 | Nintendo Era & Platform Design |
| Week 5 | Text / Graphic Adventures to CRPGs |
| Week 6 | The 3D Revolution & Spatial Design |
| Week 7 | Narratology vs. Ludology Debate |
| Week 8 | Midterm Week |
| Week 9 | Mıdterm Week : Online Worlds & Social Play |
| Week 10 | The Indie Revolution & Democratization |
| Week 11 | Mobile & Business Models |
| Week 12 | eSports, Streaming & Game Culture |
| Week 13 | Platform diversification & Emerging Technologies |
| Week 14 | Play Test / Review |
| Week 15 | Final Test : Final Capstone Presentation- Historical & Critical Analysis |
Reference Books & Course Materials
No reference books have been listed.
Learning Outcomes
No learning outcomes have been defined.
Program Outcomes
- P01 To be able to understand analog and digital games' theoretical and historical development.
- P02 Has a general understanding of the history and culture of the nation and the world in which he lives.
- P03 Digital game engines are well-suited for application.
- P04 His/Her mastery of the fundamental sciences underpins his/her expertise in the creation of digital games.
- P05 Understand the mechanics, logic, and frameworks of analog and digital games.
- P06 Possesses an aesthetic sensibility and knowledge of art.
- P07 Communication, art, music, psychology, sociology, mythology, philosophy, economics, cinema, history, and other disciplines gained the potential to benefit from one another during the game design process.
- P08 Knowing how media and digital games affect people and society and designing games responsibly in light of that knowledge.
- P09 Be able to assess critically the knowledge and abilities acquired through research in the area and other related areas.
- P10 Acquires expertise in artistic design to aid in the creation of digital games.
- P11 Make good use of digital game creation software and programs.
- P12 Possesses the skills necessary to write the code for digital games created for various platforms.
- P13 Possesses the capacity to jointly build digital games' aesthetic and computational aspects.
- P14 Possesses the capacity to create and communicate stories utilizing a variety of technologies.
- P15 Has the capacity to design, plan, and analyze the game as a concept.
- P16 Possesses the capacity to come up with tangible fixes for the issues that arise during the creation of digital games.
Po-Lo Matrix
The PO-LO matrix has not been populated yet.