Teaching Digital Game Curricula in the Communication Discipline in Higher Education Institutions in the Greater China Region: A Curriculum Analysis Approach

Authors

  • Yowei KANG
  • Kenneth C. C. YANG

DOI:

https://doi.org/10.26503/dl.v2016i4.2399

Keywords:

Communication Curriculum, Communication Discipline, Creative Industries, Curriculum Analysis, Digital games, Greater China Region

Abstract

Digital game revenue in Asia is predicted to reach USD$20 billion, about 38% of the world market. As a result, higher education institutes in this region have enthusiastically developed programs to educate future digital game professionals. However, how have communication-related programs responded to the challenges and opportunities of digital game industries remains to be studied? In this study, we collected curricular data from 62 communication-related programs in China, Hong-Kong, Macau, Singapore, and Taiwan and provided the following observations: 1) The majority of communication-related programs in the Greater China Region has not offered comprehensive digital game curricula; 2) Newly-established programs are more responsive to the challenges and opportunities of digital game industries; 3) Courses in digital games are limited in scope and mainly concentrated on technology- and content-production dimension; 4) there is an observable relationship between faculty academic training, program direction, and course contents. Pedagogical implications were also discussed.

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Published

2016-01-01

Bibtex

@Conference{digra2399, title ="Teaching Digital Game Curricula in the Communication Discipline in Higher Education Institutions in the Greater China Region: A Curriculum Analysis Approach", year = "2016", author = "Kang, Yowei and Yang, Kenneth C. C.", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/2399}", booktitle = "Chinese DiGRA 2016"}

Proceedings

Section

Papers