| Augmenting GDIM with CDMS: The Video Games, Creative Industries, and Society specialization will augment the BIT program by adding a unique interdisciplinary curricular option for students. It will formally integrate the complementary researching and teaching strengths of both the Faculty of Social Science and Humanities’ (FSSH) Communication and Digital Media Studies (CDMS) program and the Faculty of Business and IT’s (FBIT) Games Development and Interactive Media (GDIM) program. This will enhance the GDIM program by augmenting one of its core areas of focus in the creative industries with CDMS’s game studies, digital/social media, and communications expertise. It will provide students with an innovative curricular map that blends the strengths of both CDMS and GDIM. In the recently completed GDIM Program Review, the external reviewers outlined some recommendations to improve the current GDIM. Specifically: - “Recommendation 5: Develop a required Game Studies course. While recognizing that GDIM is a largely technical program, a Game Studies course which focuses on the cultural and social impact of games outside of a serious games/gamification context (e.g., gender representation,
cultural toxicity, etc.) would benefit the student body, support the “considering the societal implications of interactive content” PLO, and more closely align the program with the University’s stated aim of “tech with a conscience.” Student understanding of their creative output as a cultural object that both emerges from and impacts social conditions is vital to innovation. Ideally, this course would be offered in the second year of the program.” This proposed specialization addresses this recommendation by improving alignment with the “Tech with a Conscience” mandate (more info on this in the next section) and enhancing GDIM with core knowledge/practice of game studies (critical thinking, analyzing, understanding) from the social sciences perspectives in CDMS. Our proposed specialization goes beyond this recommendation (of inclusion of a single new course) to allow students to specialize in this field and deepen their game design, analysis, and critical thinking skills. A New GDIM Enrollment Option / Growth Strategy: This specialization will be a new enrollment pathway to the program in support of its (re)growth strategy, This program will add a distinctive offering to Ontario Tech, providing a unique enrollment option for prospective students. Its interdisciplinary, joint appeal may positively impact recruitment for both FSSH and FBIT, potentially increasing overall enrollment in both faculties. This BIT specialization will enhance Ontario Tech University by supporting the “tech with a conscience” mission by fostering a hybrid curriculum that combines game design and development with an analysis of the cultural, social, and ethical dimensions of digital games and creative industries in society. A Uniquely Differentiated BIT Specialization: this BIT specialization addresses a gap in Ontario’s higher education landscape, as there is no program that currently offers courses from game development and design, business, digital media, creative industries, social media, communication, cultural studies, and critical game studies. Currently, there are only two game “studies” programs in the Greater Toronto Area (GTA): the “Game Studies” Minor at the University of Toronto-Mississauga and the Digital Media – Game Arts Stream at York University. University of Toronto – Mississauga – Games Studies MINOR: The University of Toronto’s Game Studies Minor, developed through the Department of English and Drama, offers an analysis-based approach to games as cultural, artistic, and narrative forms. Other programs in the GTA focus on the technical aspects as embedded within computer science programs with a small set of courses focused on the critical aspects of understanding games, its history, and implications on society. The UTM minor program emphasizes a social science and humanities (SSH) perspective, examining the historical, theoretical, and rhetorical aspects of games and their role in storytelling. Students gain critical analytical skills and experience what it’s like to play and interpret tabletop, role-playing, and digital games. However, as a minor, this program does not offer a comprehensive degree in game studies, nor does it integrate the business, technology, design, creative industries, narrative, play, and socio-cultural studies of interactive games that our proposed joint program would. In this way, our program would be the first of its kind in the GTA, offering a uniquely comprehensive approach that bridges business insight, technical skills, and critical socio-cultural analysis. York University - Digital Media – Digital Media Game Arts Stream: At York University’s Keele Campus, the Digital Media Game Arts Stream within the School of the Arts, Media, Performance & Design provides a primarily technical and hands-on experience in game design and production. Students explore game development from concept to production, using various professional game engines across platforms like mobile media, web applications, gallery installations, and urban gaming. The program also examines emerging themes, such as alt-gaming, queer games, Not Games, and urban gaming. While innovative, this stream does not offer a full undergraduate degree, but rather serves as a pathway within the broader Digital Media program. In contrast, our proposed joint program will offer a unique, comprehensive curriculum integrating business, technical design skills, industry insight, interactive narrative storytelling, and the socio-cultural and ethical implications of video games. The proposed program bridges technical skills and theoretical and socio-cultural analysis within a full BIT structure, providing students with both hands-on experience in game creation and critical perspectives on games as socio-cultural artifacts and storytelling mediums, in relation to a wide range of other digital media products, from TV series to social media to movies. In sum, our BIT specialization addresses a gap in Ontario’s higher education landscape. |