A Comparative Study of Digital Game Curricula in Taiwan and United States

Author:

Kang Yowei1

Affiliation:

1. Kainan University, Taiwan

Abstract

The advertising industry has increasingly integrated digital game as a viable platform to deliver messages. The economic impacts of this emerging platform can also be seen globally. Digital game revenue in Asia is predicted to reach $20 billion, about 38% of the world market. As a result, higher education institutes around the world have enthusiastically developed programs to educate future multi-platform advertising professionals. In this book chapter, the author identifies selected departments, programs, or curricula in digital games among higher education institutes in both U.S. and Taiwan. This chapter describes, reports, and analyzes curricula from over 387 programs in the U.S. and 35 programs from Taiwan. An overview of these digital game curricula enables educators to better assess these programs to discuss how digital game has been taught as a viable platform. The chapter also discusses trends in program assessment to better educate future digital creative industry professionals.

Publisher

IGI Global

Reference39 articles.

1. Comparing Curricula

2. Creative Space, Cultural Industry Clusters, and Participation of the State in Beijing

3. Commission on Colleges of the Southern Association of Colleges and Schools (SACS). (n. d.). Resource manual for the principles of accreditation: Foundations for quality enhancement.

4. Convergence culture in the creative industries

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