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Kursusbeskrivelse
Kursusnavn (dansk):Projektklynge: Anvendt forretningsteori i spiludvikling 
Kursusnavn (engelsk):Project cluster: Applied Business Theory in Video Game Development 
Semester:Efterår 2007 
Udbydes under:cand.it., medieteknologi og spil (mtg) 
Omfang i ECTS:0,00 
Kursussprog:Engelsk 
Kursushjemmeside:https://learnit.itu.dk 
Min. antal deltagere:
Forventet antal deltagere:
Maks. antal deltagere:40 
Formelle forudsætninger:  
Læringsmål:  
Fagligt indhold: The aim of this project cluster is to provide the essentials of business practices applied to video game development. It is our understanding that video game development mostly is approached from an aesthetic or technical aspect in education, which of course is a necessary approach for future developers.

Nevertheless, as many development studios today have a fairly small size, it is most likely that many students will later end up in situations where they have to relate directly to business practices. Thus, providing students with a basic understanding of business will enable them to feel more comfortable in those situations and provide knowledge to excel in future game development. 
Læringsaktiviteter:

The project cluster will consist of 5-6 weekly seminars attended by all group members. Following this students then develop a report on a topic related to the subject matter of the cluster, potentially even tied to concrete game productions students have worked on. Example topics that will be covered in the seminar are:

¿ Organization and leadership
¿ Project Management
¿ Portfolio Management
¿ Marketing
¿ Budgeting
¿ Planning

The goal of these initial weekly meetings is to provide fundamental business concepts and relate these to video game development. We will look at how models have been used in business theory and how they can be translated into the gaming market.

Example topics for student papers:

¿ Develop a strategic business plan for a game developer.
¿ A period plan for a game developer.
¿ Market assessment for a game concept.
¿ Market assessment for an undeveloped segment with a proposal for meeting its needs.

The goal of these student papers is to work with the theories above in cases of interest to the students. The benefit of providing students suggested topics for the paper is that it directs them into areas that build directly on the lectures and have relevance for game development. As this might also be the first time the student has contact with business issues, we realize there might be problems to clearly define relevant topics. Thus, we provide some cases for consideration.

Students will receive supervision during the work and the output of this paper is a report that: 1) covers the topic in a thoroughly and professional way, and 2) have made use of established business practices to cover the topic. Expected magnitude of the report (if single authored) is between 18-25 pages. These papers are then to be presented in a public presentation in the end of the semester.

Involved in this project cluster will be Prof. Timothy L. Wilson and Peter Zackariasson. Timothy L. Wilson is presently a visiting professor at Umeå School of Business and Peter Zackariasson is presenting his PhD thesis in June on game development. Developing the course would be a joint venture, while Peter Zackariasson would give the lectures in Copenhagen.


Please notice! You sign up for this project cluster as if it was a normal course. But please note:

Enrolment in a project cluster is not considered a binding course registration (only relevant to MSc students).

The project cluster will not appear on your diploma. But the project that you register in the Project Base will of course appear when you have passed the exam.

Single-subject students at Open University and guest students from other universities interested in the project cluster, please contact the Student Administration Office, phone +45 72 18 52 05.


 

Eksamensform og -beskrivelse:X. experimental examination form (7-scale; external exam), 7-trins-skala, Ekstern censur

 

Litteratur udover forskningsartikler: Zackariasson, Peter; Alexander Styhre and Timothy L. Wilson (2006). Phronesis and Creativity: Knowledge Work in Video Game Development. Creativity and Innovation Management vol. 15, nr.4. pp. 419-429.

Walfisz, Martin; Peter Zackariasson and Timothy L. Wilson (2006). Real-Time Strategy: Evolutionary Game Development. Business Horizons vol 49, issue 6. pp. 487-498.

Zackariasson, Peter; Martin Walfisz and Timothy L. Wilson (2006). Management of Creativity in Video Game Development: A Case Study. Services Marketing Quarterly vol. 27, nr. 4. pp. 73-97.

Zackariasson, Peter; Tomas Blomquist and Timothy L. Wilson (2004). EPM in Videogame Development: Life Amongst Lindblomian Cyborgs. Projects & Profits, Special Issue: Enterprise Project Management vol. 4, nr. 11. pp. 77-85.