Please note! Course description is confirmed for two academic years, which means that in general, e.g. Learning outcomes, assessment methods and key content stays unchanged. However, via course syllabus, it is possible to specify or change the course execution in each realization of the course, such as how the contact sessions are organized, assessment methods weighted or materials used.

LEARNING OUTCOMES

Learning outcomes for this course, upon successful completion, include the ability to: 1) gain an up-to-date overview of the dynamics and trends of the game industry, its historical origins and future directions, 2) understand managerial practices in game companies and analyze specific matters associated with global games distribution, 3) evaluate game company internationalization strategies through platforms, 4) analyze game design and customer service from an ethical point of view, and design alternative, improved solutions based on this, and 5) experiment, through prototyping, with how gameful elements can be integrated across different organizational functions and industries.

Credits: 6

Schedule: 09.10.2023 - 27.10.2023

Teacher in charge (valid for whole curriculum period):

Teacher in charge (applies in this implementation): Solip Park

Contact information for the course (applies in this implementation):

Solip Park solip.park@aalto.fi 

CEFR level (valid for whole curriculum period):

Language of instruction and studies (applies in this implementation):

Teaching language: English. Languages of study attainment: English

CONTENT, ASSESSMENT AND WORKLOAD

Content
  • valid for whole curriculum period:

    Since the beginning of the 21st century, the game industry has grown rapidly, surpassing the film and music industries in global revenue. Located at the intersection of technological innovation and artistic creativity, the game industry is constantly renewing itself and pushing forward existing business models. With the proliferation of Internet and digital distribution, the game industry is truly global, innovative and digital, providing a rich context for revisiting international business studies. This course will address various issues that are central to managing successfully a gaming firm, such as: business model and business development strategy; fundamentals of monetization and analytics of games, user acquisition approaches and marketing; localization and global expansion as well as ethical game design.

  • applies in this implementation

    The course will cover these topics: 

    • Global game industry overview
    • The video game history
    • Game development process
    • Game business models
    • Understanding gamers and game developers
    • North American game industry overview
    • European game industry overview
    • East Asian game industry overview
    • Game industry in other regions, incl those outside the "global" context
    • Esports culture
    • Dark game design and gaming disorder discourse
    • Diversity, equity, and inclusivity in games
    • Game accessibility
    • Next trend in the games


    There will be one company excursion to Supercell.

    There will be two visiting speakers: Laura Piispanen on 'Finnish game jam ecosystem & Quantum Game Jams' & Lobna Hassan 'Game accessibility'.



Assessment Methods and Criteria
  • applies in this implementation

    Individual assignments: Readings, reflection report, and final report. 

    Group assignments: Group presentation and group pitch presentation. 

DETAILS

Substitutes for Courses
Prerequisites
SDG: Sustainable Development Goals

    9 Industry, Innovation and Infrastructure

FURTHER INFORMATION

Further Information
  • valid for whole curriculum period:

    Teaching Language : English

    Teaching Period : 2022-2023 Module 3
    2023-2024 Module 3

    Enrollment :

    The course is targeted only for the Mikkeli Campus students.