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

TermSectionsEnrolledCapacityFullOpen seats/section
Fall 20231284957%21.0
Spring 20241181995%1.0
Fall 20241294959%20.0
Spring 20251161984%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

Spring

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