OAFP 4630 - From underground to mass culture, the rise of the video-games industry

The objective of this course is to familiarize students with the video game industry, which is often set-apart within the creative industries panorama. We will explore its economic, cultural, and societal impacts. The video game industry has burgeoned rapidly, influenced by media, entertainment, art, and technological advancements, becoming a significant player in the cultural landscape. It is both a mass media and a counter-culture icon, continuing to inspire other industries with its vast audiences, blockbuster budgets, and transmedia strategies. This course aims to provide students with a comprehensive view of the gaming industry, covering markets, business models, marketing, development, public support, and more.
Déborah PAPIERNIK
Enseignement électif
English
Students will be encouraged to download 1 free game on their mobile or console to play in between sessions, especially those who are not familiar with games. Occasional individual work between sessions. Group work will require some work outside of the class.
None
Spring 2024-2025
Game project in group (60%): students will work in groups on creating the pitch of their cultural immersive project and the ways to market it to an audience. Individual work (40%): participation to the class, oral presentation, maybe an article
Gaming industry experts will be present to talk about different themes and engage in discussions. We want the course as interactive as possible.
FR https://www.sell.fr/sites/default/files/essentiel-jeu-video/lessentiel_du_jeu_video_novembre_2021.pdf
EU https://www.isfe.eu/wp-content/uploads/2021/10/2021-ISFE-EGDF-Key-Facts-European-video-games-sector-FINAL.pdf
US https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/ https://www.gamesindustry.biz/
INDUSTRY https://www.gamesindustry.biz/