Time Schedule:
Wanda V Gregory
B CUSP 104
Bothell Campus
Examines an important social issue such as ecology, art, political change, the power of media, educational reform, or the role of science in contemporary culture through interdisciplinary investigation, and the lens of the visual, literary, and performing arts. Co-requisite: either B CUSP 101, B CUSP 107, or B CUSP 110.
Class description
Digital games and virtual worlds are an ever-growing presence that is reshaping society and creating a cultural phenomenon bringing the Internet to the forefront of people’s lives. The massively multiplayer game (MMO) World of Warcraft sold 250,000 copies in November of 2004—the most successful PC game launch in history. This game continues to grow with over 11 million subscribers. Today we have players spending thousands of dollars on virtual characters and digital items on eBay and sweatshops have been established in developing nations to service this micro-economy. Games have and will continue to become a major part of our culture today and a key component of the ever-growing digital entertainment industry.
Drawing on a wide variety of examples and disciplines, this class will look at the game industry with particular emphasis on digital games and virtual worlds such as World of Warcraft and Second Life. Topics include: overview of the game industry, fundamentals of game design, virtual worlds, game aesthetics, playtesting and UI design related to games, narrative and character development, game and social design, sociological and psychological dimensions of games, play, identity and community.
The course will include guest speakers, lectures, readings, case studies and considerable time playing games and exploring virtual worlds.
The class will be a combination of lecture, guest presentations, case studies, readings, and exploration of games and virtual worlds along with participation in team projects.
Student learning goals
General method of instruction
Recommended preparation
Class assignments and grading