2010
DOI: 10.1111/j.1476-8070.2010.01637.x
|View full text |Cite
|
Sign up to set email alerts
|

Jiselle and the Royal Jelly: Power, Conflict and Culture in an Interdisciplinary Game Design Course

Abstract: With the rising popularity of digital games, a growing number of universities are developing programmes in various areas of digital design and interactive media to meet the needs for game‐related courses. Faculty of this emerging field are grappling with the complexity of developing curricula which integrate art, design and technology and of finding methods of integrating students from these diverse fields. The purpose of this article is to present a case study of an interdisciplinary undergraduate course in g… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2

Citation Types

0
2
0

Year Published

2013
2013
2022
2022

Publication Types

Select...
3
1

Relationship

0
4

Authors

Journals

citations
Cited by 4 publications
(2 citation statements)
references
References 22 publications
0
2
0
Order By: Relevance
“…Nevertheless, some institutions have trialled multidisciplinary approaches to interactive media design education involving collaborations between creative arts students such as visual communication, design, visual arts, fine arts or art students and computer science students (e.g. Dickey, 2010;Duesing & Hodgins, 2004;Ebert and Bailey, 2000;McDonald & Wolfe, 2008;Stone, 2004). Aiming to mirror industry practice, cross-disciplinary production teams are established according to the "nature of the task" (McCormick, 2004) and as found in the industry when producing games or animations (Ebert & Bailey, 2000;McDonald & Wolfe, 2008).…”
Section: Radically Challenging Existing Digital Media Design Curriculmentioning
confidence: 99%
“…Nevertheless, some institutions have trialled multidisciplinary approaches to interactive media design education involving collaborations between creative arts students such as visual communication, design, visual arts, fine arts or art students and computer science students (e.g. Dickey, 2010;Duesing & Hodgins, 2004;Ebert and Bailey, 2000;McDonald & Wolfe, 2008;Stone, 2004). Aiming to mirror industry practice, cross-disciplinary production teams are established according to the "nature of the task" (McCormick, 2004) and as found in the industry when producing games or animations (Ebert & Bailey, 2000;McDonald & Wolfe, 2008).…”
Section: Radically Challenging Existing Digital Media Design Curriculmentioning
confidence: 99%
“…Nevertheless, some institutions have trialled multidisciplinary approaches to interactive media design education involving collaborations between creative arts students such as visual communication, design, visual arts, fine arts or art students and computer science students (e.g. Dickey, 2010;Duesing & Hodgins, 2004;Ebert and Bailey, 2000;McDonald & Wolfe, 2008;Stone, 2004). Aiming to mirror industry practice, cross-disciplinary production teams are established according to the "nature of the task" (McCormick, 2004) and as found in the industry when producing games or animations (Ebert & Bailey, 2000;McDonald & Wolfe, 2008).…”
Section: Radically Challenging Existing Digital Media Design Curriculmentioning
confidence: 99%