SemesterFall Semester, 2023
DepartmentInternational Master's Program in International Communication Studies, First Year International Master's Program in International Communication Studies, Second Year
Course NameDigital Games and Society
InstructorLIN JIH HSUAN
Credit3.0
Course TypeElective
Prerequisite
Course Objective
Course Description
Course Schedule

  • 課程預計進度




  • 課程預計進度






































































































Week



Date



Required Readings



1



9/11



Introduction to class (Dr. Tammy Lin)



Video games as a field in communication




  1. Applications of games

  2. Game as an important role in Web 3.0 and metaverse

  3. Origins of digital games



2



9/18



Game, play, development of digital games (Taught by Dr. Jih-Hsuan Tammy Lin)




  1. 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 Communication65(6), 975-996.

  2. More than stories with buttons: Narrative, mechanics, and context as determinants of player experience in digital games-Elson et al. 2014

  3. Defining enjoyment and mood management as intrinsic needs

  4. Vorderer, P., & Reinecke, L. (2015). From Mood to Meaning: The Changing Model of the User in Entertainment Research. Communication Theory25(4), 447-453.

  5. 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

  6. 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 Communication62(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




  1. Virtual reality and games (by Jih-Hsuan Tammy Lin)

  2. 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.

  3. 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)

  4. 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




  1. Violence and digital games (by Jih-Hsuan Tammy Lin)

  2. Character identification, player-avatar relationship as mechanisms

  3. 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

  4. 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

  5. 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 )




  1. (By Dr. Jih-Hsuan Tammy Lin) 

  2. 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.

  3. 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




  1. Advergames and Games for health (will feature related projects and research regarding using games for advertising persuasion)

  2. Newsgames: Games for news



By Dr. Jih-Hsuan Tammy Lin




  1. 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.

  2. 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.

  3. 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

  4. 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




  1. Session 2: Interactivity-as-demand, emotional demand



by Nicholas Bowman, Syracuse University



14



12/11




  1. Session 3: Interactivity-as-demand, exertional demand



by Nicholas Bowman, Syracuse University



15



 



12/18




  1. Session 4: Interactivity-as-demand, social demand



by Nicholas Bowman, Syracuse University



16



12/25




  1. Final project presentation



17



1/2



Flexible week—writing paper



18



1/9



Flexible week—final paper submission




 


Teaching Methods
Teaching Assistant
Requirement/Grading

Class Participation and after-class activities     50



Midterm bibliography                      10



Original Research Paper                                                     40 (Presentation 15, paper 25)



Extra Credit                              up to 5%


Textbook & Reference

Please see the attached course syllabus


Urls about Course
Resources Games for health, http://www.gamesforhealth.org Games for change, http://www.gamesforchange.org Gamification: http://www.gamification.co/blog/ Health Games Research, http://www.healthgamesresearch.org/database Lumosity (brain games): http://www.lumosity.com/ Newsgaming: http://www.newsgaming.com/ Persuasive games, http://www.persuasivegames.com Persuasive Technology Lab, http://captology.stanford.edu Serious game initiative, http://www.seriousgames.org/index2.html Serious games summit, http://www.seriousgamessummit.com/ Water cooler games, http://www.watercoolergames.org Pokemon Go! https://docs.google.com/document/d/1xYuozfkON-RVZQkr7d1qLPJrCRqN8TkzeDySM-3pzeA/mobilebasic?pli=1
Attachment

2023Final Syllabus.pdf