180.826 (20W) Case Studies in MCM - Video Games
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- LV-Titel englisch
- Case Studies in MCM - Video Games
- Seminar (prüfungsimmanente LV )
- 20 (30 max.)
- zum Moodle-Kurs
Zeit und Ort
By way of hands-on lecture input, case studies in MCM, student projects and presentations as well as self-directed studying, students will practice and thus acquire critical/cultural thinking skills that will help them develop both a critical and a practical understanding and appreciation of video games and its various facets (within the context of MCM).
Lehrmethodik inkl. Einsatz von eLearning-Tools
Short lecture inputs; practical exercises; hands-on analyses of selected games and MCM-related content/observations; discussions; critical reflection; active participation; presentations; taking fun quizzes; player’s diary.
Case Studies in MCM: Video game ideas are cheap and plentiful. Advancing those ideas into games that people want to play, however, is one of the hardest tasks in the game development cycle. Take, for example, a (targeted) marketing campaign: It contains a series of advertisement messages that share a single idea and theme, built to catch the interest of a specific target audience and get players to buy the “product” in question. Obviously, there’s more to it than just the marketing side of things.
This course introduces students to video games and its various design elements, qualities, structures, and composition, as well as additional observations relevant to the MCM programme’s focus on the fields of media and communication, management, technology, and marketing, to have knowledge and understanding of the medium they are trying to promote/analyze. This will include strategies for analysis of key elements, such as examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. Specific case studies, taken from various eras throughout games’ history, will be used to support and highlight these observations. In addition, we will discuss major game genres, identify specific design patterns, and clarify unique creative challenges.
With the ultimate goal being engagement with specific games and/or companies behind them at large, students will apply the terminology and knowledge gathered from relevant theories. By coming up with their own obervations, students will demonstrate their understanding of video games as a medium and its undeniable impact on technology, communication, society, and global economy.
No prior knowledge required.
Reading packets will be provided in digital form on a regular basis. There is no need to buy any books.
The final grade is an aggregate of continuous assessment throughout the semester, an in-class (group) presentation, a written player’s diary, and a critical reflection/player’s diary (1000 words each) after the course ends.
1) Active participation in class and at home:
Keep up to date with the required reading, do any additional research if necessary, think critically, take fun quizzes, and participate in group activities and discussions, both online and offline.
2) (Group) presentation:
In a group of maximum three students, introduce a game and analyze its design elements, qualities, structures, and composition, as well as additional observations relevant to the MCM programme’s focus on the fields of media and communication, management, marketing, and technology. Each student’s individual efforts must be made apparent. Allocate at least 10 minutes of your presentation to answer audience questions. Specifics will be discussed in class.
3) Critical reflection (1000 words) AND a player’s diary (1000 words):
Write a critical reflection, on a topic of your choice (see presentation), after the course ends. Use appropriate terminology, quotations and references! To be uploaded on Moodle (pdf only), no printed copy needed (deadline: February 28, 2021 – 11:55pm). Again, specifics will be discussed in class.
In addition, students will write a player’s diary recording their experiences while playing games between session 02 and 04. Take a game of your choice – preferably one that you have not played before in order to gain unprejudiced insights – interact with it regularly, and put every session into writing. Every entry must be dated and has to mention if it discusses a play session, a cultural exploration, or a philosophical musing. These three concepts (explained in detail in class) ideally alter in an equal ratio throughout your writing, and at least one of each must be included.
30% = active participation in class and at home
40% = (group) presentation
30% = critical reflection (1000 words) AND a player’s diary (1000 words)
Position im Curriculum
- Masterstudium Media and Convergence Management
(SKZ: 150, Version: 13W.2)
Fach: Gebundene Wahlfächer I (Electives I) - Media and Communication (MC)
Case Studies in Media and Convergence Management II (
2.0h SE / 4.0 ECTS)
- 180.826 Case Studies in MCM - Video Games (2.0h SE / 4.0 ECTS)
- Case Studies in Media and Convergence Management II ( 2.0h SE / 4.0 ECTS)
- Fach: Gebundene Wahlfächer I (Electives I) - Media and Communication (MC) (Wahlfach)
- Masterstudium Medien, Kommunikation & Kultur
(SKZ: 841, Version: 20W.1)
Fach: Media and Convergence Management
8.3 Case Studies in Media and Convergence Management II (
0.0h SE / 4.0 ECTS)
- 180.826 Case Studies in MCM - Video Games (2.0h SE / 4.0 ECTS) Absolvierung im 1., 2., 3. Semester empfohlen
- 8.3 Case Studies in Media and Convergence Management II ( 0.0h SE / 4.0 ECTS)
- Fach: Media and Convergence Management (Wahlfach)
- Masterstudium Medien, Kommunikation und Kultur
(SKZ: 841, Version: 09W.1)
Fach: Medien- und Konvergenzmanagement
2.0h SE / 6.0 ECTS)
- 180.826 Case Studies in MCM - Video Games (2.0h SE / 6.0 ECTS)
- Medienmanagement ( 2.0h SE / 6.0 ECTS)
- Fach: Medien- und Konvergenzmanagement (Wahlfach)