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areas of knowledge should be important to them Instead, this framework proposes a set of Core Topics a list of general areas relevant to the construction of a game-related curriculum We intend for you to mix and match the Core Topics according to your needs, to include and exclude as you see fit Rather than a menu of necessary ingredients, this document lists possible ways to grow or focus your program As a practical document, the framework is designed to assist educators and students on a variety of levels from the creation of individual courses to the development of full degree programs, within a single department or across several It is also a guide for students creating individualized courses of study at institutions without game-related majors In such a complex set of fields, there is no silver bullet approach It is our hope that individual teachers, administrators and students can adapt appropriate aspects of this framework to their particular educational needs and institutional contexts
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Games are interdisciplinary on many levels To create games requires collaboration among diverse existing fields, from audio and visual design to programming and project management At the same time, digital gaming has given rise to new kinds of hybrid disciplines, such as game design and interactive storytelling And considered as cultural media, a full critical understanding of games requires that we appreciate them in all of their social, psychological, historical and aesthetic complexity For this reason, we strongly advocate a cross-disciplinary approach to game-related education For us this means an educational approach that respects what established fields bring to games but that also pays attention to new realms of study that games make possible The set of Core Topics we propose below reflects this approach Some of the Core Topics are derived directly from existing disciplines like Computer Science Others combine disciplines or synthesize new ones We acknowledge that there are other ways to organize these overlapping fields of knowledge However, we feel that the set of Core Topics listed below intuitively addresses the unique practical and theoretical concerns of gaming As a whole, the Core Topics provide a birds-eye view of the immense landscape of games-related education These Core Topics are Critical Game Studies Games and Society Game Design Game Programming Visual Design
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Audio Design Interactive Storytelling Game Production Business of Gaming Following is a general description of each of these topics
Critical Game Studies
Criticism, analysis, and history of electronic and nonelectronic games This interdisciplinary Core Topic combines approaches from history, literature, media studies and design A key goal of Critical Game Studies is to develop and refine a critical vocabulary for articulating the aesthetics of games This includes both the distinctive features unique to games as well as those they share with other forms of media and culture Game Studies, for example, offers insight into the textual analysis of game play, while established work on other media, such as literature, film, television, theater and interactive arts can provide rich critical frameworks Also included here are the history of computers and electronic games and toys; the construction and critique of a canon of significant and influential games; and game criticism and journalism
Games and Society
Understanding how games reflect and construct individuals and groups In this Core Topic, Sociology, Anthropology, Cultural Studies and Psychology offer important insights into worldwide gaming culture Games and Society includes scholarly work on online economies and community building, fan cultures and their creative reworkings of game content, the role of play in human culture and the relationship between online and offline identity Also found here are issues of representation, ideology and rhetoric as they relate to gaming Finally, this Core Topic covers the psychological facets of games including studies of media effects and the ongoing debate about the psychological impact of games on individuals and groups
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