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

OAFP 4630 · Semestre de printemps 2025-2026

Langue d'enseignement
English
Type d'enseignement
Cours séminaire
Nombre d'heures
24
Crédits
4

Informations

Descriptif

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.

Pré-requis

None

Format pédagogique

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

Mode de validation

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.

Charge de travail

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.

Lectures

Lectures principales 4

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

    Lire en ligne

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

    Lire en ligne

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

    Lire en ligne

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

Unités pédagogiques

N° d'UPType d'UP Unités pédagogiquesEnseignants Nombre d'heuresCrédits
52841Cours séminaire FROM UNDERGROUND TO MASS CULTURE, THE RISE OF THE VIDEO-GAMES INDUSTRY Déborah PAPIERNIK244

Enseignants

  • Déborah PAPIERNIK

Dans les maquettes

Contacts et ressources

Contact pédagogique
SAMINADIN Sophia