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It also addresses how different social groups relate to gaming and how games influence individual lives.","Answer",{"name":66,"@type":61,"acceptedAnswer":67},"Which lenses and academic areas does the course use to study gaming?",{"text":68,"@type":64},"The course examines gaming through history, economics, education, mathematics, military theory, neuroscience, psychology, and anthropology. It also introduces students to game theory and professional game design, including how certain games can support intelligence quotient, creative problem solving, and life skills.",{"name":70,"@type":61,"acceptedAnswer":71},"What major tasks and writing expectations are included?",{"text":72,"@type":64},"Students conduct research and write reviews after logging hours of play, including evaluating entropy versus optimal play and risk versus reward. 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With a special commitment to support the access and educational needs of Native Hawaiians, we provide O`ahu’s Ko`olau region and beyond with liberal arts, career and lifelong learning in a supportive and challenging environment — inspiring students to excellence.  \nCATALOG DESCRIPTION  \nAn interdisciplinary study of a specific event, person, idea, or process in popular culture which will bring together various methodologies and conceptual tools to create a complex analysis. Topics covered will include: the concept of popular culture, how elements of popular culture are created and circulated, how elements of popular culture connect to historical, political, social, symbolic and intellectual history, how different groups in society are related to the elements of popular culture, and how popular culture plays a role in the lives of individuals. (3 hours lecture)  \nCATALOG DESCRIPTION APPLIED TO THIS THEME IN POPULAR CULTURE  \nAn interdisciplinary study of games and gaming in popular culture which will bring together various methodologies and conceptual tools to create a complex analysis. Topics covered will include: the concept of gaming in popular culture, how games are created and circulated in popular culture, how elements of gaming in popular culture connect to historical, political, social, symbolic, and intellectual history, how different groups in society relate to gaming, and how games play a role in the lives of individuals.  \nThis course examines the human activity of gaming through the lenses of history, economics, education, mathematics, military theory, neuroscience, psychology, and anthropology, also introducing  \nstudents to game theory, the field of professional game design, and how certain kinds of games enhance intelligence quotient, creative problem solving, and life skills.  \nStudents will study and play many games: classic strategy games used by kings and emperors of old such as Chess or Go, games which generated economies of gambling around them (poker, blackjack, craps, roulette), games as social activities to strength familal and/or social ties (such as monopoly, trivial pursuit, taboo, charades), complex modern strategy gaming used in military academies around the world (games such as diplomacy, game of thrones  \n2  \nthe board game, Warhammer 40k miniatures gaming, etc. ), and the wide world of video gaming entertainment (everything from resource management games, simulations, real-­‐time strategy games, role playing games, first person shooters, etc. ) . We will also look at the use of games to further education, and the burgeoning field of alternate reality games for life enhancement.  \nStudents will research and write on games and game theory (as applied to a specific field of their choice) write comprehensive reviews of specific games after logging hours of play and determining levels of entropy vs. optimal play/risk vs. reward/etc., and finally design their own original games and produce mock-­‐ups/designdocumentation of these games including board/cards/items and rulebooks.  \nWRITING INTENSIVE COURSE HALLMARKS  \n• Writing promotes learning of course content.  \n• Writing is considered to be a process in which multiple drafts are encouraged.  \n• Writing contributes significantly to each student’s course grade.  \n• Students do a substantial amount of writing, a minimum of 4,000 words. Depending on the types of wri","cbCaibkW7ozfqj94","https://ap.wps.com/l/cbCaibkW7ozfqj94","pdf",127364,"English","# Course Information\n## Catalog Description and Theme Application\n## Course Scope and Game Studies\n## Writing Intensive Hallmarks\n## Student Learning Outcomes\n## Course Tasks","[{\"question\":\"What topics does IS 204 cover about games in popular culture?\",\"answer\":\"The course covers how gaming is defined within popular culture, how games are created and circulated, and how gaming connects to historical, political, social, symbolic, and intellectual history. It also addresses how different social groups relate to gaming and how games influence individual lives.\"},{\"question\":\"Which lenses and academic areas does the course use to study gaming?\",\"answer\":\"The course examines gaming through history, economics, education, mathematics, military theory, neuroscience, psychology, and anthropology. It also introduces students to game theory and professional game design, including how certain games can support intelligence quotient, creative problem solving, and life skills.\"},{\"question\":\"What major tasks and writing expectations are included?\",\"answer\":\"Students conduct research and write reviews after logging hours of play, including evaluating entropy versus optimal play and risk versus reward. They also design original games and produce mock-ups and documentation, alongside substantial writing that supports course learning and contributes to grades.\"}]","IS 204 - WI / Themes in Popular Culture: Games and Gaming - Course Syllabus Overview | PDF",1791348143]