The Ultimate History of Video Games: From Pong to Pokemon--the Story behind the Craze That Touched Our Lives and Changed the World
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Chris Crawford on Game Design
High Score!: The Illustrated History of Electronic Games, Second Edition
High Score!: The Illustrated History of Electronic Games, Second Edition
Creating Emotion in Games
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Addressing industry issues in a multi-disciplinary course on game design
Proceedings of the 4th International Conference on Foundations of Digital Games
Investigating studio-based learning in a course on game design
Proceedings of the Fifth International Conference on the Foundations of Digital Games
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As game design and game development emerges as an academic discipline, it is important for programs to balance the technical and creative aspects of the curriculum. Students must be exposed to both the technical and content creation experiences that define the field, and also be exposed to critical areas such as games and media history, games analysis, literature, media study, and psychology. Furthermore, students must understand the ramifications of cultural and societal factors as they intersect games and entertainment technology. In this paper, the authors examine how a technically focused game program can provide students with a broader exposure to the world of game development. In particular, the authors will discuss where their treatment succeeded and failed, and how the curriculum has evolved over several offerings.