The composition and size of the computer game industry is undergoing rapid change. This subject will outline the relationship between developers, distributors, retailers and regulators both globally and in Australia. Issues such as trade practices, copyright and IP are examined. Case studies of major computer game-related companies, organisations and regulatory bodies including current market data provide students with a contemporary overview of the industry. On completion of this class, successful students will have a high level of knowledge necessary to work in the interactive entertainment industry.
|Faculty||Faculty of Society & Design|
1. Demonstrate knowledge of the structure and function of the interactive entertainment industry both in Australia and the world. 2. Read and analyse investor and market communications about the interactive entertainment industry. 3. Review and report on issues that impact on the functioning of organisations in the interactive entertainment and to identify policy implications of these.
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