SemesterFall Semester, 2025
DepartmentCollege of Communication Specialized Subjects for Freshman and Sophomore Majors
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




























































































Week



Date



Required Readings



1



9/1



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



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



2



9/8



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. Elson, M., Breuer, J., Ivory, J. D., & Quandt, T. (2014). More than stories with buttons: Narrative, mechanics, and context as determinants of player experience in digital games. Journal of Communication, 64(3), 521–542.

  3. Vorderer, P., & Reinecke, L. (2015). From mood to meaning: The changing model of the user in entertainment research. Communication Theory25(4), 447-453.

  4. 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.

  5. 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



9/15



Technology in console games: Motion-sensing systems.



Let’s Play! Meet at Room 320 or VR Zone  



Virtual reality Content and design



4



9/22



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




  1. 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.

  2. 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, 72, 350-361.

  3. 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



9/29




  1.  (Teacher’s Day Holiday)



6



10/6 




  1. Mid-Autumn Festival



7



10/13



Interactivity as demand, cognitive demand (online session 1)



by Nick Bowman (包尼克), Syracuse University



 




  1. Bowman, N. D. (2016). Video gaming as co-production. In R. Lind (Ed.), Produsing 2.0: The intersection of audiences and production in a digital world (Vol. 2, pp. 107-123). Peter Lang Publishing.

  2. Bowman, N. D. (2018). Video games: A medium that demands our attention. Routledge.

    (Read chapters 1, 2, 5, and 13 partial)



Bowman, N. D. (2019) Video games as demanding technologies. Media & Communication, 7(4), 144-148.



8



10/20



Violence and digital games & Character identification, player-avatar relationship as mechanisms




  1. 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).

  2. 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.



  



9



10/27



Interactivity as demand—emotional demand (online session 2)



by Nick Bowman (包尼克), Syracuse University



 




  1. Bowman, N. D. (2018). Video games: A medium that demands our attention. Routledge.

    (Read chapters 4, 5, 7, and 13 partial)

  2. Hemenover, S. H. & Bowman, N. D. (2018). Video games, emotion, and emotion regulation: Expanding the scope. Annals of the International Communication Association, 42(2), 125-143.

  3. Bowman, N. D. & Tamborini, R. (2015). “In the mood to game”: Selective exposure and mood management processes in computer game play. New Media & Society, 17(3), 375-393.



10



11/3



Esports and game streaming (Definition of game streaming and related research; industry overview; Documentary: Free to play )

(By Dr. Jih-Hsuan Tammy Lin) 



 




  1. 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.

  2. Lin, J-H., Bowman, N. D., Lin, S-F., & Chen, Y-S (2019). Setting the digital stage: Defining game streaming as an entertainment experience. Entertainment Computing, 31.

  3. Brown, K. A., Billings, A. C., Lewis, M., & Bissell, K. (2018). Explicating the electricity of eSports: Motivations for play and consumption. In N. D. Bowman (Ed.), Video games: A medium that demands our attention. Routledge



11



11/10



Final project chat/talk/counseling 晤談 (In class)



12



11/17



Interactivity-as-demand, exertional demand sessions 3



by Nick Bowman (包尼克), Syracuse University & Tammy



 




  1. Bowman, N. D. (2018). Video games: A medium that demands our attention. Routledge.

    (Read chapters 6 and 13 partial)

  2. Bowman, N. D., Liebold, B., & Pietschmann, D. (2017). The Golden (Hands) Rule: Exploring user experiences with gamepad and natural-user interfaces in popular video games. Journal of Gaming and Virtual Worlds, 19(1), 69-83.



Liebold, B., Bowman, N. D., & Pietschmann, D. (2020). Natural in the eyes of the (be)holder: A survey on novelty and learning effects in the enjoyment of naturally mapped video game controllers. Psychology of Popular Media Culture, 9(2), 255-265.



NOTE: In the same week, Nick Bowman will offer another session for personal meetings, for term projects晤談



13



 



11/24



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)


 




  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. Journal of Interactive Marketing, 26(1), 33–42.

  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.



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, 97(1), 30-51.



14



12/1



Session 5: Interactivity-as-demand, social demand



(online session 4)



by Nick Bowman (包尼克), Syracuse University



 




  1. Bowman, N. D. (2018). Video games: A medium that demands our attention. Routledge.

    (Read chapters 8, 9, 10, and 13 partial)

  2. Bowman, N. D., Weber, R., Tamborini, R., & Sherry, J. L. (2013). Facilitating game play: How others affect performance at and enjoyment of video games. Media Psychology, 16(1), 39-64.

  3. Bowman, N. D., Rieger, D., & Lin, J-H. T. (2022). Social video gaming and well-being. Current Opinions in Psychology, 45.



15



 



12/8




  1. Final project oral presentation



16



12/15




  1. Written project submission



Teaching Methods
Teaching Assistant

Steven Chang


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

2025Final Syllabus_Tammy Final.pdf