Week | Date | Required Readings | 1 | 9/11 | Introduction to class: (Dr. Tammy Lin)
Video games as a field in communication
- Applications of games
- Game as an important role in Web 3.0 and metaverse
- Origins of digital games
| 2 | 9/18 | Game, play, development of digital games (Taught by Dr. Jih-Hsuan Tammy Lin)
- Quandt, T., Van Looy, J., Vogelgesang, J., Elson, M., Ivory, J. D., Consalvo, M., & Mäyrä, F. (2015). Digital games research: a survey study on an emerging field and its prevalent debates. Journal of Communication, 65(6), 975-996.
- More than stories with buttons: Narrative, mechanics, and context as determinants of player experience in digital games-Elson et al. 2014
- Defining enjoyment and mood management as intrinsic needs
- Vorderer, P., & Reinecke, L. (2015). From Mood to Meaning: The Changing Model of the User in Entertainment Research. Communication Theory, 25(4), 447-453.
- Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. (2010). Defining media enjoyment as the satisfaction of intrinsic needs. Journal of Communication, 60, 758-777. doi: 10.1111/j.1460-2466.2010.01513.x
- Reinecke, L., Tamborini, R., Grizzard, M., Lewis, R., Eden, A., & David Bowman, N. (2012). Characterizing mood management as need satisfaction: The effects of intrinsic needs on selective exposure and mood repair. Journal of Communication, 62(3), 437-453.
| 3 | 9/25 | Technology in console games: Motion-sensing systems.
Let’s Play! Meet at Room 320 or VR Zone
Virtual reality Content and design | 4 | 10/2 | - Virtual reality and games (by Jih-Hsuan Tammy Lin)
- Lin, J.-H.*;Wu, D.-Y.;Tao, C.-C., (2018), 'So scary, yet so fun: the role of self-efficacy in enjoyment of a virtual reality horror game, ' New Media and Society, 20, 3223-3242.
- Lin, J.-H.*, 2017.07, 'Fear in Virtual Reality (VR): Fear elements, coping reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game, ' Computers in Human Behavior, Vol.72, pp.350-361.(SSCI)
- Tammy Lin, J. H., Wu, D. Y., & Bowman, N. (2023). Beat Saber as Virtual Reality Exercising in 360 Degrees: A Moderated Mediation Model of VR Playable Angles on Physiological and Psychological Outcomes. Media Psychology, 26(4), 414-435.
| 5 | 10/9 | National Holiday | 6 | 10/16 | - Violence and digital games (by Jih-Hsuan Tammy Lin)
- Character identification, player-avatar relationship as mechanisms
- Klimmt, C., Hefner, D., & Vorderer, P. (2009). The Video Game Experience as "True" Identification: A Theory of Enjoyable Alterations of Players' Self-Perception. Communication Theory, 19(4), 351-+. doi: 10.1111/j.1468-2885.2009.01347.x
- Lin, J. H. (2013). Identification matters: A moderated mediation model of media interactivity, character identification, and video game violence on aggression. Journal of Communication, 63, 682-702. doi: 10.1111/jcom.12044
- Barlett, C. P., Anderson, C. A., & Swing, E. L. (2009). Video game effects--confirmed, suspected, and speculative: A review of the evidence. Simulation Gaming, 40(3), 377-403. doi: 10.1177/1046878108327539
| 7 | 10/23 | Esports and game streaming (Definition of game streaming nad related research; industry overview; Documentary: Free to play )
- (By Dr. Jih-Hsuan Tammy Lin)
- Cheung, G., & Huang, J. (2011, May). Starcraft from the stands: understanding the game spectator. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 763-772). ACM.
- Lin, Bowman, Lin, & Chen (2019). Setting the Digital Stage: Defining Game Streaming as an entertainment experience. Entertainment Computing, 31,
| 8 | 10/30 | Session 1: Interactivity-as-demand, cognitive demand
by Nicholas Bowman, Syracuse University | 9 | 11/6 | 導向體驗二 (Co-play, social VR games) | 10 | 11/13 | - Advergames and Games for health (will feature related projects and research regarding using games for advertising persuasion)
- Newsgames: Games for news
By Dr. Jih-Hsuan Tammy Lin
- van Reijmersdal, E. A., Rozendaal, E., & Buijzen, M. (2012). Effects of prominence, involvement, and persuasion knowledge on children's cognitive and affective responses to advergames.
- Peng, W., Lin, J. H., Pfeiffer, K., & Winn, B. (2012). Need satisfaction supportive game features as motivational determinants: An experimental study of a self-determination theory guided exergame. Media Psychology, 15, 175-196.
- Peng, W., Lee, M., & Heeter, C. (2010). The effects of a serious game on role-taking and willingness to help. Journal of Communication, 60(4), 723-742. doi: 10.1111/j.1460-2466.2010.01511.x
- Lin, J.-H., & Wu, D.-W. (2020). Newsgames for the greater good: The effects of graphic realism and geographic proximity on knowledge acquisition and willingness to help. Journalism and Mass Communication Quarterly
| 11 | 11/20 | Final project chat/talk/counseling 晤談 | 12 | 11/27 | Online talk: Benjamin Li (Nanyang Technological School in Singapore)
Topic: Proteus Effect regarding avatars in video games/VR. Or why VR feels so real to use and introduce some of my work on VR for good (empathy, environment and health) | 13
| 12/4 | - Session 2: Interactivity-as-demand, emotional demand
by Nicholas Bowman, Syracuse University | 14 | 12/11 | - Session 3: Interactivity-as-demand, exertional demand
by Nicholas Bowman, Syracuse University | 15
| 12/18 | - Session 4: Interactivity-as-demand, social demand
by Nicholas Bowman, Syracuse University | 16 | 12/25 | - Final project presentation
| 17 | 1/2 | Flexible week—writing paper | 18 | 1/9 | Flexible week—final paper submission |
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