The material is from a class at MIT. The class objective is to examine "the history, principals, seminal programs and implications of this encompassing new medium as well as help the student to develop a critical appreciation for how to apply that knowledge to conceive, develop, market and sell videogames domestically and internationally." The class culminates in "pitching a video game concept to a panel of experienced professionals in the video gaming industry." This course material discusses how the production, marketing, distribution, and consumption of contemporary media is influenced by art, science, and commerce.
To think through the challenges of producing effective media but looking at the creative process, the audience, and trends shaping content.
Target Student Population:
Business students - upper division and/or advertising students.
Prerequisite Knowledge or Skills:
Principles of marketing would be helpful, plus consumer behavior classes and research classes.
Type of Material:
The course is dual listed as a graduate and undergraduate class. It is hard to discern prerequisites since none are listed; however, students probably should have taken classes in Entrepreneurship, Finance, Marketing, and Strategy (maybe a technical class on computer games).
Evaluation and Observation
The outside readings are extensive (must be purchased), but many may be outdated.
If this course was "live" the very thorough materials which inlude a syllabus, invited industry experts which would keep the class very current, lecture notes, and related project materials and resources.
Without the videos, its use is limited.
Potential Effectiveness as a Teaching Tool
This material would be an extremely effective way to teach the concepts, if content would be available and updated.
Ease of Use for Both Students and Faculty
Given the thoroughness of the materials, it would be easy for someone with the proper background in this discipline to teach this class. However, it would take some degree of knowledge from the professor of the media industry to bring the necessary context to the learning experience. Material provided is limited, but easy to access.
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