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Humanities and Social Science Program
Digital Games: History, Business, and Social Impact
Faculty Advisor: Assistant Professor, Hubbard School of Journalism and Mass Communication, University of Minnesota
Research Program Introduction
Digital games are one of the fastest-growing sectors of the entertainment media industry. They generate enormous profits for game companies and have wide-ranging implications for society. Related developments in mobile applications and virtual reality simulations are also becoming more than big business; they are changing how we think about media, augmented reality, and human relationships.
In this program, students will:
Be introduced to the academic study of video games and related media
Examine digital games as forms of communication, culture, and interactive storytelling, as well as in their various uses for entertainment, commerce, social activism, education, and more
Study the history, ethics, and socio-cultural impact of digital games and related technologies
Consider next-generation virtual reality and other game-related technologies that may change how we think about media and society
In addition to reading about games, students will be expected to engage with them as part of individual and interactive online work. Specifically, they will be asked to reflect on their experiences playing specific games and interacting with others through games. Although this project will touch on the design and development of these digital tools, it will not involve the actual production of games, sims, or apps. Instead, we will concentrate on writing prototypes for potential game designs and analyzing existing games as cultural objects, interactive media, and vehicles for promoting social transformation.
Students will also learn general and subject-specific research and academic writing methods used in universities and scholarly publications. After completing the program, they will focus on individual topics and generate their own work products.
Project Topics
The history of gaming: early companies (Atari, Nintendo, Sega, and others)
Technologies of gaming: PCs, arcades, consoles, online gaming, and mobile games
Gaming communities: multiplayer interactions, eSports, and in-person gaming
Gaming and social issues: what risks are presented by gaming addiction and toxic gaming communities, and can games reduce these risks?
Gamification: how can organizations seek to create goals and rewards for work?
The business of gaming and interactive media: emerging technologies and trends
Games and globalization: the present and future of interactive media
Program Details
Cohort size: 3 to 5 students
Workload: Around 4 to 5 hours per week (including class and homework time)
Target students: 9 to 12th graders interested in digital media, business, communications, global studies, and the social sciences.
Schedule: TBD. Meetings will take place for around one hour per week, with a weekly meeting day and time to be determined one week before the class start date.