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1 | Syllabus 2027 | |||||||||||||||||||||||||
2 | Semester | 2027Summer | ||||||||||||||||||||||||
3 | Course | Business Topics(Video Games, Media, and Culture) | ||||||||||||||||||||||||
4 | Instructor | Vincent Bariuan, M.A. Columbia Univeristy | ||||||||||||||||||||||||
5 | Instructed only by foreign languages | |||||||||||||||||||||||||
6 | Instruction Language | English | ||||||||||||||||||||||||
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10 | Active Learning included | |||||||||||||||||||||||||
11 | Active Learning Type | ✓ | Discussion, Debates | ✓ | Group work | ✓ | Presentation | |||||||||||||||||||
12 | Flipped Classroom | ✓ | Practicum/Fieldwork | Experience | ||||||||||||||||||||||
13 | Investigation | Mock classes | PBL | Others | ||||||||||||||||||||||
14 | Course Description | This course offers students in Tokyo a real-world experience of the culture of video games and the sites of its expressions; not only in the playing of video games but also in the creation of its disparate parts at all levels including the community that arises from it. Students will encounter forms of video game culture in spaces different from their respective understanding of what constitutes video games and the culture that surrounds it, and in doing so will draw comparisons between their experiences out in the field and their experiences they bring with them into their new surroundings. Students will also visit sites of the medium, exploring not only the physical historical and contemporary places related to video games and video game culture, but also various sites throughout Tokyo that have become internationally recognizable through the medium of video games. Through field excursions, journals, discussions, and presentations, students will arrive at a more refined and complete understanding of the medium of video games, and develop the language required to express themselves as consumers, critics, and creators of the medium. This course, through seeing, touching, sensing, and hearing the echos of video game history throughout Tokyo, lets students explore an international medium and grants them a new lens to examine all that constitutes the culture of video games. The course meets for a minimum of 45 hours in the two-week period. Students receive 4 Oberlin University credits with a minimum grade of a D. | ||||||||||||||||||||||||
15 | Course Objectives | The curriculum is created to guide students through the history and culture of video games from their own perspectives; by having the students experience sites of video games firsthand, students will be primed to engage with the history of the video game industry by grounding their experience of their object of study. Students will accomplish this by writing daily journals of their experiences which compare their Tokyo observations with what is familiar to them from their respective backgrounds. Throughout the course, students will work towards a presentation that expounds on a facet of video game culture they found particularly poignant to their own understanding of video games and culture, whether it be points of difference or concurrence. The students will also undergo workshops where they learn the most base fundamental facet of the video game: the game prototype. By the end of the course, the students will deliver their presentations to the class; these presentations can be in the form of audio/visual presentations involving their experiences in Tokyo with respect to their home culture's relationship with video games, which initiates a discussion with other class members, or it can be a further iteration of a developed game prototype which other class members participate in playing. In the completion of either style of presentation, students will have by the end of course engaged and participated in video game culture, either in its creation or its appreciation. | ||||||||||||||||||||||||
16 | Course Schedule | |||||||||||||||||||||||||
17 | Date | Details | ||||||||||||||||||||||||
18 | 1st | 15-Jun | Introduction to Sites of Video Games Culture - Course Introduction and Overview - Field Excursion: Akihabara Scavenger Hunt | |||||||||||||||||||||||
19 | 2nd | 16-Jun | Sites of Video Game History - Group Discussion: First Impressions - Workshop: My First Video Game - Mini Lecture: The History of Video Games in Japan - Field Excursion: The Roots of Video Games at the Mikado Game Center Museum branches and the Rosa Building in Ikebukuro | |||||||||||||||||||||||
20 | 3rd | 17-Jun | Sites of Video Game Futures - Group Discussion: Reflections on Sites of the Past - Workshop: My Last Video Game - Mini Lecture: The Economic Realities of Video Games - Field Excursion: The Future of Video Games at Joypolis in Odaiba | |||||||||||||||||||||||
21 | 4th | 18-Jun | Week One Recap - Group Discussion: Reflections on Tokyo and Video Games - Workshop: Presentation Proposals | |||||||||||||||||||||||
22 | 5th | 21-Jun | Intro to Game Design - Workshop: My Favorite Video Game - Mini Lecture: Fundamentals of Game Design - Lab: Game Prototyping | |||||||||||||||||||||||
23 | 6th | 22-Jun | Sites of Video Game Culture - Group Discussion: Reflections on Game Design - Workshop: My Favorite Video Game Character - Mini Lecture: Nintendo and Culture - Field Excursion: Video Game Culture at Nintendo Tokyo in Shibuya and Nakano Broadway in Nakano | |||||||||||||||||||||||
24 | 7th | 23-Jun | Revisiting Sites of Video Game Culture - Group Discussion: Reflections on Video Game Culture - Workshop: Presentation Planning - Mini Lecture: Sites in Akihabara for Presentation Preparation - Field Excursion: Revisiting Akihabara and Hirose Entertainment Yard for Presentation Preparation | |||||||||||||||||||||||
25 | 8th | 24-Jun | Presentation Preparation Day - Group Discussion: Reflections on Video Game Objects in Akihabara - Workshop: Presentation Preparation - Workshop: Presentation Practice and Peer Review - Workshop: Presentation Practice and Individual Feedback | |||||||||||||||||||||||
26 | 9th | 25-Jun | Presentation Day - Workshop: Presentations and Discussions - Group Discussion: Closing Thoughts | |||||||||||||||||||||||
27 | Supplementary Activities | |||||||||||||||||||||||||
28 | Date | Details | ||||||||||||||||||||||||
29 | 1st | 15-Jun | Reflection journal on first impressions of Akihabara and Tokyo’s video-game culture. | |||||||||||||||||||||||
30 | 2nd | 16-Jun | Comparative timeline activity on the development of Japanese and international video games. | |||||||||||||||||||||||
31 | 3rd | 17-Jun | Short analysis of video-game preservation, production costs, and changing business models. | |||||||||||||||||||||||
32 | 4th | 18-Jun | Written proposal identifying a topic for the final presentation. | |||||||||||||||||||||||
33 | 5th | 21-Jun | Game-design reflection connecting a favorite game with fundamental design principles. | |||||||||||||||||||||||
34 | 6th | 22-Jun | Character-analysis activity examining Nintendo and Japanese game culture. | |||||||||||||||||||||||
35 | 7th | 23-Jun | Future-of-gaming reflection based on arcades, immersive entertainment, and emerging technology. | |||||||||||||||||||||||
36 | 8th | 24-Jun | Peer-review worksheet and revision of the final presentation or game prototype. | |||||||||||||||||||||||
37 | 9th | 25-Jun | Final self-assessment identifying the student’s principal course takeaway. | |||||||||||||||||||||||
38 | Feedback Method | Critique and Commentary in class | ||||||||||||||||||||||||
39 | Correct and return tests and reports | |||||||||||||||||||||||||
40 | Textbook | Course materials will be provided in class | ||||||||||||||||||||||||
41 | Supplementary Reading | |||||||||||||||||||||||||
42 | Grading | 100-90 = A 89-80 = B 79-70 = C 69-60 = D 59 and below = F Breakdown: ● Participation: 1/3% ● Attendance: 1/3% ● Journals and Presentation: 1/3% | ||||||||||||||||||||||||
43 | Contact with Instructor | |||||||||||||||||||||||||
44 | U R L | |||||||||||||||||||||||||
45 | Courses taught by faculty with practical experience | |||||||||||||||||||||||||
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