日本語

Course Code etc
Academic Year 2024
College Graduate School of Business
Course Code KN295
Theme・Subtitle Global Game Industry
Class Format Face to face (all classes are face-to-face)
Class Format (Supplementary Items)
Campus Lecture
Campus Ikebukuro
Semester Fall Semester1
DayPeriod・Room Mon.3 , Mon.4
ログインして教室を表示する(Log in to view the classrooms.)
Credits 2
Course Number MIB6201
Language English
Class Registration Method Course Code Registration
Assigned 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。
Prerequisite Regulations
Acceptance 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。
Course Cancellation -(履修中止制度なし/ No system for cancellation)
Online Classes Subject to 60-Credit Upper Limit
Relationship 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。
Notes

【Course Objectives】

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.

【Course Contents】

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.

Japanese Items

【授業計画 / Course Schedule】

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

【活用される授業方法 / Teaching Methods Used】

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

【授業時間外(予習・復習等)の学修 / Study Required Outside of Class】

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.

【成績評価方法・基準 / Evaluation】

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)

【テキスト / Textbooks】

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

【参考文献 / Readings】

その他 (Others)
Readings and other materials will be provided by the instructor.

【履修にあたって求められる能力 / Abilities Required to Take the Course】

【学生が準備すべき機器等 / Equipment, etc., that Students Should Prepare】

【その他 / Others】

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 :)

【注意事項 / Notice】