Week | Date | Required Readings | 1 | 9/1 | 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
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)
- 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.
- 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.
- 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.
- 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 | 9/15 | 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)
- 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, 72, 350-361.
- 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 | - (Teacher’s Day Holiday)
| 6 | 10/6 | - Mid-Autumn Festival
| 7 | 10/13 | Interactivity as demand, cognitive demand (online session 1)
by Nick Bowman (包尼克), Syracuse University
- 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.
- 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
- 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).
- 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
- Bowman, N. D. (2018). Video games: A medium that demands our attention. Routledge.
(Read chapters 4, 5, 7, and 13 partial) - 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.
- 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)
- 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, 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.
- 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
- Bowman, N. D. (2018). Video games: A medium that demands our attention. Routledge.
(Read chapters 6 and 13 partial) - 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)
- 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.
- 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.
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
- Bowman, N. D. (2018). Video games: A medium that demands our attention. Routledge.
(Read chapters 8, 9, 10, and 13 partial) - 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.
- Bowman, N. D., Rieger, D., & Lin, J-H. T. (2022). Social video gaming and well-being. Current Opinions in Psychology, 45.
| 15
| 12/8 | - Final project oral presentation
| 16 | 12/15 | - Written project submission
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