Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, post-secondary institutions in the United Kingdom (UK) and the United States (US) have started to create game degree programs. Though curriculum theorists provide insight into the process of creating a new program, no formal research contextualizes curriculum planning for game degree programs.
The purpose of this research was to explore these processes when planning undergraduate game degree programs. The research methodology included an explanatory mixed-methods approach, using a quantitative survey of participants in the UK and the US, followed by an interview of several participants selected on the basis of their institution's demographics. The study provides insight into the curriculum planning process, including factors that influence the final program content, and a list of recommendations for educators, trade associations, and the games industry to improve game degree programs.
|School:||Illinois State University|
|School Location:||United States -- Illinois|
|Source:||DAI-A 74/07(E), Dissertation Abstracts International|
|Subjects:||Multimedia Communications, Information science, Curriculum development|
|Keywords:||Curriculum planning, Digital games, Game degree, United Kingdom, United States|
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