World of Gaming: Art, Theory, Technology, and Business of a Multi-Billion Dollar Global Industry

AMES 226S

Interdisciplinary and transnational exploration into the multi-billion dollar global gaming industry through social and theoretical lens. Asks what are the possibilities and pitfalls of gaming in our societies? Examines local and global cases, through art, storytelling, theory, design, technology, business, and gamer and fan communities. Select social and theoretical issues explored include im/migration and refugees, identity (race, gender, class and sexuality), environment, education, civic engagement, sports, recreation, war, and technology. Asia is one important case study as one of the most vibrant regions for examining gaming cultures, conflicts, and theories.
Curriculum Codes
  • CCI
  • EI
  • STS
  • CZ
  • SS
Cross-Listed As
  • LIT 226S
  • VMS 228S
Typically Offered
Occasionally