GAME 2010 — The Business of Games
4 semester hoursUndergraduateLectureusually offered: fall, springBostonTraditional
Surveys a wide array of game-specific industry topics, including pitching and development of talking points, business models and revenue structures, studio organization and style, intellectual property, contracts, project management expectations, project green-lighting, production pipelines, return on investment, outsourcing, and marketing. Exploring historical shifts and evolution of the video game market offers students an opportunity to obtain perspective on the status of the industry and potential growth in the economy.
Offering history
| Term | Sections | Enrolled | Capacity | Full | Open seats/section |
|---|---|---|---|---|---|
| Fall 2023 | 1 | 28 | 49 | 57% | 21.0 |
| Spring 2024 | 1 | 18 | 19 | 95% | 1.0 |
| Fall 2024 | 1 | 29 | 49 | 59% | 20.0 |
| Spring 2025 | 1 | 16 | 19 | 84% | 3.0 |
Snapshots from scheduled scrapes — not live seat availability. "Full" can exceed 100% when sections over-enroll.
Meeting times
Share of recent sections by weekday: M 0% · T 0% · W 32% · Th 37% · F 31%
Common patterns: R (37% of sections), W (32% of sections), F (31% of sections) — in patterns, R means Thursday
Professors
Fall
- Caroline Murphy (100% of students) · reviews
Spring
- Caroline Murphy (100% of students) · reviews
Percentages are each professor's average share of the season's enrolled students in recent terms.
Links
Official catalog (GAME course descriptions) · Student reviews on RateMyHusky · All GAME courses · Plan it at numap.app