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Kursusbeskrivelse
Kursusnavn (dansk):DADIU-specialisering, del 2 
Kursusnavn (engelsk):DADIU Specialisation, part II 
Semester:Efterår 2008 
Udbydes under:cand.it., medieteknologi og spil (mtg) 
Omfang i ECTS:7,50 
Kursussprog:Engelsk 
Kursushjemmeside:www.playerandindustry.wordpress.com 
Min. antal deltagere:
Forventet antal deltagere:
Maks. antal deltagere:20 
Formelle forudsætninger:Students are generally expected to have followed either the MTG or DADIU programmes and have completed courses/have extensive knowledge with game design and game development, or within related design- and development areas. The course is generally designed for MTG, DADIU and DDK students and the emphasis is on digital games, however, students from other lines with relevant experiences are also welcome.  
Læringsmål:The course learning outcomes are oriented towards providing students with knowledge in a specific set of areas related to game development and the game industry, as well as practical experiences within the topic areas. Additionally, students will during the course choose a specific area to work with, writing a project report on this topic in preparation for their masters’ thesis.

The course forms the 2nd part of the DADIU specialization for ITU students.

1) General learning outcomes:
- Identify relevant literature for a given research topic within both industrial and academic circles
- Be able to distill from a set of texts on a subject the key information and deliver this information in presentation and written form to a varied target audience within the games industry
- Research and analyze a specific problem within their area of expertise; develop and evaluate a strategy for analyzing the problem and providing a report on potential solutions, e.g. management technique, programming challenge or design case.

2) Topic-specific learning outcomes:
- Understand the fundamentals of the economics of the game industry and apply this knowledge
- Categorize players into different types depending on their motivations for gameplay and the experiences they aim to gain from playing games
- Develop an overview of how games are marketed and the key challenges facing game marketing
- Be able to perform a basic target group analysis of the intended market audience for a game
- Be able to conduct a user-testing session in a game context and relate the results to developers and designers for integration in game production
- Be able to write a basic business plan and budget for a game production
 
Fagligt indhold:The course focuses on advanced topics within game development and the structure and economics of the game industry. During the course, students will learn about and discuss a number of topics related to game production outside of game design- and development, such as game marketing, quality assurance and user research, game experience, business planning and budgeting of game productions. The course will also provide a general introduction to the economics and structure of the international game industry, and highlight the different components of the industry infrastructure and how they interact.

The overall aim of the course is to provide broad perspectives and discussion on a number of game-related topics that are pertinent to students nearing the end of their MTG degrees, however, the course subjects are to a large extend equally valid to students focusing on design or general software production.

Condensed list of topics:
1. Economics of the game industry
2. Game experience, the player and motivations for play
3. Quality Assurance and user research in the game industry
4. Marketing digital games
5. Getting a career in the game industry
6. Optional topic (to be decided during the semester)

Course format
The course is structured and run as a master class, meaning that it is an advanced course for students at the end of their masters’ degree, and requires a high degree of student participation, focus and skill.
Rather than focusing on a teacher-student situation, students will be directly involved in running the class – there will be a few teacher-run lectures, but generally the students are expected to prepare lectures and presentations for the rest of the class, and receive feedback on their presentation style and ability.

The course will feature a reading list containing the material students should acquire for each lecture. Students will be expected to seek out additional relevant material on their own.

The reading load for the course is very high; however students are expected to be able to structure their reading so as to go into great depth with the topics they require for their own presentations and exercises, and less emphasis on texts others will present for them. Some reading material in addition to the course reading list will be provided to the students, depending on their specialty (e.g. programming, QA, production, design or marketing).
 
Læringsaktiviteter:14 ugers undervisning bestående af forelæsninger og øvelser

Lectures: The course will feature a minimum of 11 lectures, with associated exercises. Lectures will be prepared and given by the students and the course provider, on an approximately equal basis.

When presenting, 1-2 students will usually be responsible, deciding among themselves how to divide the topic and contents. Lectures will be rounded off by a few discussion topics defined by the presenters, and feedback provided to presenters in terms of presentation quality, clarity, style etc. The students will to a wide degree be able to influence the content of the lectures, and students not presenting material will be expected to prepare discussion points and questions.

Semester weeks 8 and 11 do not have lectures but may feature exercise tasks.

Exercises: The exercises will vary according to the specific topic. Each exercise will be finalized with a short presentation or with a short written assignment, e.g. a business plan or a report, written as if developed for an actual industry situation. Written assignments will also form the basis for brief presentations in class.

Each week will contain 2 hours of lectures and 3 hours of exercises in average (specifics will vary), performed individually or in groups, in the field or at the university. The course provider will manage the exercises, which will be conducted both in-house at the university and outside, e.g. in game shops.

Workload: Expected to be 10 hours per week.

Primary project: Throughout the semester, each student will create a written report on a topic relevant to the course (10-25 pages), acting as preparation for their Master’s. Thesis or similar specialization. The topic is defined in conjunction between the course provider and the students. It can be written individually or in groups.

Important information about the (typically) associated MTG study structure:
This course is part of the MTG specialization DADIU.

In order to graduate as a MSc in MTG, you need to pass the MTG backbone courses, and also take a 22,5 ECTS specialization and two 7,5 ECTS electives.
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Preliminarily the course will take place during Thursdays 9-11 (lectures) and 11-14 (exercises), until a final decision has been made.
 

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

Report hand-in-date is December 17th, 2008, 12:00 to the Exam Office
(ITU). Reports can be done in groups or individually - if you write in a group it needs to be clearly documented who wrote what parts of the report. 3 printed copies of reports must be handed in. The students will receive their grades based on how well they demonstrate reaching the learning outcomes.
 

Litteratur udover forskningsartikler:Will be announced in class at the start of the semester. There is no compendium. 
 
Afholdelse (tid og sted)
Kurset afholdes på følgende tid og sted:
UgedagTidspunktForelæsning/ØvelserStedLokale
Tirsdag 10.00-12.00 Forelæsning ITU 3A18
Tirsdag 13.00-15.00 Øvelser ITU 3A18 (til kl. 14)

Eksamen afholdes på følgende tid og sted:
EksamensdatoTidspunktEksamenstypeStedLokale
2008-12-17 No later than 3 PM Eksamensopgave 1 ITU The Examination Office