KCOE 4415 - At the Crossroads of Art and Tech: Video Games as a Trend Accelerator

The goal of this course is to get students up to speed with the video game industry, which stands out in the creative industries landscape. The gaming industry has grown rapidly, influenced by media, entertainment, art, and tech advancements, becoming a major player in the cultural scene, THE largest and most international of all cultural industries. It is both a mass media and a counter-culture icon, and it continues to inspire other industries with huge audiences, international reach, blockbuster budgets and transmedia strategies. This course will give students a 360° view of the video game industry, covering game development, marketing, e-sport, societal responsibility, cross-fertilization with other sectors, and more.
Déborah PAPIERNIK
Séminaire
English
Course taught in English Language: a level C1 or more is required to register for this course.
Spring 2024-2025
Individual work (70%): participation in the class + individual work (written and oral) Game project in group (30%): students will work in groups on creating the pitch of their cultural immersive project.
Gaming industry experts will be present to talk about different themes and engage in discussions. We want the course to be as interactive as possible. 12 x 2h00
Students are encouraged to download one free game on their mobile or console to play in between sessions, especially those who are not familiar with games.
EUROPE https://www.videogameseurope.eu/
US : https://www.theesa.com/data-insights/; https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2024-data/
INDUSTRY : https://www.gamesindustry.biz/