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Articles

Crafting Courses as Game Spaces: Examining Video Games Classes in Communication

 

Abstract

The sudden rise in the number of games courses in Communication departments necessitates examination about how those courses operate, not only to define best practices but also to describe the phenomenon as grounded in communication. Through a series of interviews with games professors primarily located in Communication departments at various institutions, the study delineates the commonalities between game courses and discusses issues of course design, materials, and classroom facilities. The article examines these courses as game spaces to identify how games courses operate in fundamentally different ways than other courses in Communication. The article then outlines how games classes might improve by capitalizing on the strengths—as well as mitigating the weaknesses—of game spaces.

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