Omfattning: 6

Tidtabel: 12.09.2016 - 21.10.2016

Ansvarslärare (är i kraft 01.08.2018-31.07.2020): 

Miikka Lehtonen

Undervisningsperiod (är i kraft 01.08.2018-31.07.2020): 

Course is no longer offered, please see 26E50001 Global Game Industry

Lärandemål (är i kraft 01.08.2018-31.07.2020): 

(1) Develop an overview of the dynamics of the game industry, its historical origins and directions of global growth.

(2) Understand the links between creative and business sides of the gaming industry and develop the expertise how to develop successful business models to ensure a sustainable and profitable global operations.

(3) Acquire knowledge about game industry ecosystem and its functioning across the globe.

(4) Grasp the process of internationalization of businesses related to digital activities.

(5) Become sensible to key issues and challenges faced by organizations that develop creative content. 

Students are encouraged to forge links between theory and practice through completion of the course assignments.

Innehåll (är i kraft 01.08.2018-31.07.2020): 

During recent years the game industry has grown rapidly, and it has surpassed the film and music industries in terms of global revenue. Located at the intersection of technological innovation and artistic creativity, game industry is constantly renewing itself and pushing forward existing business models. What is more, with the proliferation of Internet and digital distribution, game industry is truly global and innovative, offering unlimited business opportunities for companies and entrepreneurs. This represents a very promising field for the future generation of business professionals and the course aims to equip students with sufficient knowledge and understanding about these opportunities.

Metoder, arbetssätt och bedömningsgrunder (är i kraft 01.08.2018-31.07.2020): 

Participation: mandatory attendance. One absence is allowed as an exception, if duly justified
In case of absence during in-class assignments the points will not be included into final evaluation.

Assessment components:
1. Workshops, case studies, and participation: 35%
2. Assignments: Class assignments (to be handed in after each module): 6 x 7,5% = 45%
Final presentation: 20%

Arbetsmängd (är i kraft 01.08.2018-31.07.2020): 

Lectures 24h, preparation for lectures 60h, assignments 76h -> 160h

Studiematerial (är i kraft 01.08.2018-31.07.2020): 

Readings announced by the facilitators

Bedömningsskala (är i kraft 01.08.2018-31.07.2020): 


Anmälning (är i kraft 01.08.2018-31.07.2020): 

Course is no longer offered, please see 26E50001 Global Game Industry

Tilläggsinformation (är i kraft 01.08.2018-31.07.2020): 

1. MIB students
2. Everyone else

Mandatory attendance on the first session as the teams will be formed then.

Course is no longer offered, please see 26E50001 Global Game Industry