日本語 English
開講年度/ Academic YearAcademic Year |
20242024 |
科目設置学部/ CollegeCollege |
経営学研究科/Graduate School of BusinessGraduate School of Business |
科目コード等/ Course CodeCourse Code |
KN295/KN295KN295 |
テーマ・サブタイトル等/ Theme・SubtitleTheme・Subtitle |
Global Game Industry |
授業形態/ Class FormatClass Format |
対面(全回対面)/Face to face (all classes are face-to-face)Face to face (all classes are face-to-face) |
授業形態(補足事項)/ Class Format (Supplementary Items)Class Format (Supplementary Items) |
|
授業形式/ Class StyleCampus |
講義/LectureLecture |
校地/ CampusCampus |
池袋/IkebukuroIkebukuro |
学期/ SemesterSemester |
秋学期1/Fall Semester1Fall Semester1 |
曜日時限・教室/ DayPeriod・RoomDayPeriod・Room |
月3/Mon.3 Mon.3 , 月4/Mon.4, Mon.4 ログインして教室を表示する(Log in to view the classrooms.) |
単位/ CreditsCredits |
22 |
科目ナンバリング/ Course NumberCourse Number |
MIB6201 |
使用言語/ LanguageLanguage |
英語/EnglishEnglish |
履修登録方法/ Class Registration MethodClass Registration Method |
科目コード登録/Course Code RegistrationCourse Code Registration |
配当年次/ Assigned YearAssigned Year |
配当年次は開講学部のR Guideに掲載している科目表で確認してください。配当年次は開講学部のR Guideに掲載している科目表で確認してください。 |
先修規定/ Prerequisite RegulationsPrerequisite Regulations |
|
他学部履修可否/ Acceptance of Other CollegesAcceptance of Other Colleges |
履修登録システムの『他学部・他研究科履修不許可科目一覧』で確認してください。 |
履修中止可否/ Course CancellationCourse Cancellation |
-(履修中止制度なし/ No system for cancellation) |
オンライン授業60単位制限対象科目/ Online Classes Subject to 60-Credit Upper LimitOnline Classes Subject to 60-Credit Upper Limit |
|
学位授与方針との関連/ Relationship with Degree PolicyRelationship with Degree Policy |
各授業科目は、学部・研究科の定める学位授与方針(DP)や教育課程編成の方針(CP)に基づき、カリキュラム上に配置されています。詳細はカリキュラム・マップで確認することができます。 |
備考/ NotesNotes |
Learning outcomes for this course, upon successful completion, include the ability to:
1) gain an up-to-date overview of the dynamics and trends of the game industry, its historical origins and future directions,
2) understand managerial practices in game companies and analyze specific matters associated with global games distribution,
3) evaluate game company internationalization strategies through platforms,
4) analyze game design and customer service from an ethical point of view, and design alternative, improved solutions based on this, and
5) experiment, through prototyping, with how gameful elements can be integrated across different organizational functions and industries.
Since the beginning of the 21st century, the game industry has grown rapidly, surpassing the film and music industries in global revenue. Located at the intersection of technological innovation and artistic creativity, the game industry is constantly renewing itself and pushing forward existing business models. With the proliferation of Internet and digital distribution, the game industry is truly global, innovative and digital, providing a rich context for revisiting international business studies. This course will address various issues that are central to managing successfully a gaming firm, such as: business model and business development strategy; fundamentals of monetization and analytics of games, user acquisition approaches and marketing; localization and global expansion as well as ethical game design.
1 | Introduction to the course, team formation and team assignment presentation |
2 | From "US v. Japan" to "global hotspots" |
3 | Ideation: how game development companies are creating game ideas |
4 | Game development processes |
5 | Value creation and capture logics in digitized industries |
6 | Business models and monetization design |
7 | User testing and quality assurance |
8 | Consumers as players, ethics of video games, and playing games (for pedagogical purposes) |
9 | Branding, marketing, community management |
10 | Reflection session and what happens next in the course |
11 | Game industry case studies: Rovio and Frogmind |
12 | Topic of your choice |
13 | Global game industry and its future |
14 | Reflection session and final team presentations |
板書 /Writing on the Board
スライド(パワーポイント等)の使用 /Slides (PowerPoint, etc.)
上記以外の視聴覚教材の使用 /Audiovisual Materials Other than Those Listed Above
個人発表 /Individual Presentations
グループ発表 /Group Presentations
ディスカッション・ディベート /Discussion/Debate
実技・実習・実験 /Practicum/Experiments/Practical Training
学内の教室外施設の利用 /Use of On-Campus Facilities Outside the Classroom
校外実習・フィールドワーク /Field Work
上記いずれも用いない予定 /None of the above
Students are expected to familiarize themselves with the readings and other materials assigned for each session as well as work on the team assignment outside the sessions.
種類 (Kind) | 割合 (%) | 基準 (Criteria) |
---|---|---|
平常点 (In-class Points) | 100 |
最終レポート(Final Report)(30%) Final presentation(15%) Active class participation(15%) Peer evaluation(10%) Individual learning diary(30%) |
備考 (Notes) | ||
No | 著者名 (Author/Editor) | 書籍名 (Title) | 出版社 (Publisher) | 出版年 (Date) | ISBN/ISSN |
---|---|---|---|---|---|
1 | Aphra Kerr | Global Games Production, Circulation and Policy in the Networked Era | Routledge | 2017 | 9780415858878 |
その他 (Others) | |||||
---|---|---|---|---|---|
Readings and other materials will be provided by the instructor. |
This course is intended for everyone interested in the game industry / creative industries, not only for hardcore gamers. No prior knowledge about the industry is required, a curious mind is more than enough :)
Learning outcomes for this course, upon successful completion, include the ability to:
1) gain an up-to-date overview of the dynamics and trends of the game industry, its historical origins and future directions,
2) understand managerial practices in game companies and analyze specific matters associated with global games distribution,
3) evaluate game company internationalization strategies through platforms,
4) analyze game design and customer service from an ethical point of view, and design alternative, improved solutions based on this, and
5) experiment, through prototyping, with how gameful elements can be integrated across different organizational functions and industries.
Since the beginning of the 21st century, the game industry has grown rapidly, surpassing the film and music industries in global revenue. Located at the intersection of technological innovation and artistic creativity, the game industry is constantly renewing itself and pushing forward existing business models. With the proliferation of Internet and digital distribution, the game industry is truly global, innovative and digital, providing a rich context for revisiting international business studies. This course will address various issues that are central to managing successfully a gaming firm, such as: business model and business development strategy; fundamentals of monetization and analytics of games, user acquisition approaches and marketing; localization and global expansion as well as ethical game design.
1 | Introduction to the course, team formation and team assignment presentation |
2 | From "US v. Japan" to "global hotspots" |
3 | Ideation: how game development companies are creating game ideas |
4 | Game development processes |
5 | Value creation and capture logics in digitized industries |
6 | Business models and monetization design |
7 | User testing and quality assurance |
8 | Consumers as players, ethics of video games, and playing games (for pedagogical purposes) |
9 | Branding, marketing, community management |
10 | Reflection session and what happens next in the course |
11 | Game industry case studies: Rovio and Frogmind |
12 | Topic of your choice |
13 | Global game industry and its future |
14 | Reflection session and final team presentations |
板書 /Writing on the Board
スライド(パワーポイント等)の使用 /Slides (PowerPoint, etc.)
上記以外の視聴覚教材の使用 /Audiovisual Materials Other than Those Listed Above
個人発表 /Individual Presentations
グループ発表 /Group Presentations
ディスカッション・ディベート /Discussion/Debate
実技・実習・実験 /Practicum/Experiments/Practical Training
学内の教室外施設の利用 /Use of On-Campus Facilities Outside the Classroom
校外実習・フィールドワーク /Field Work
上記いずれも用いない予定 /None of the above
Students are expected to familiarize themselves with the readings and other materials assigned for each session as well as work on the team assignment outside the sessions.
種類 (Kind) | 割合 (%) | 基準 (Criteria) |
---|---|---|
平常点 (In-class Points) | 100 |
最終レポート(Final Report)(30%) Final presentation(15%) Active class participation(15%) Peer evaluation(10%) Individual learning diary(30%) |
備考 (Notes) | ||
No | 著者名 (Author/Editor) | 書籍名 (Title) | 出版社 (Publisher) | 出版年 (Date) | ISBN/ISSN |
---|---|---|---|---|---|
1 | Aphra Kerr | Global Games Production, Circulation and Policy in the Networked Era | Routledge | 2017 | 9780415858878 |
その他 (Others) | |||||
---|---|---|---|---|---|
Readings and other materials will be provided by the instructor. |
This course is intended for everyone interested in the game industry / creative industries, not only for hardcore gamers. No prior knowledge about the industry is required, a curious mind is more than enough :)