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

OAFP 4630 · Spring semester 2025-2026

Language of tuition
English
Course type
Cours séminaire
Number of hours
24
Credits
4

Information

Description

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.

Prerequisites

None

Teaching format

Gaming industry experts will be present to talk about different themes and engage in discussions. We want the course as interactive as possible.

Assessment

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 and the ways to market it to an audience.

Workload

Occasional individual work between sessions. Group work will require some work outside of the class.

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.

Readings

Main readings 4

  1. EU https://www.isfe.eu/wp-content/uploads/2021/10/2021-ISFE-EGDF-Key-Facts-European-video-games-sector-FINAL.pdf

    Read online

  2. FR https://www.sell.fr/sites/default/files/essentiel-jeu-video/lessentiel_du_jeu_video_novembre_2021.pdf

    Read online

  3. INDUSTRY https://www.gamesindustry.biz/

    Read online

  4. US https://www.theesa.com/resource/2021-essential-facts-about-the-video-game-industry/ https://www.gamesindustry.biz/

Teaching units

Unit no.Unit type Teaching unitsTeachers Number of hoursCredits
52841Cours séminaire FROM UNDERGROUND TO MASS CULTURE, THE RISE OF THE VIDEO-GAMES INDUSTRY Déborah PAPIERNIK244

Teachers

  • Déborah PAPIERNIK