Offers students sound introduction to the psychological and behavioral theories of entertainment media with the goal of implementing these theories to the future design and evaluation of games for change. Focuses more on the psychological, behavioral, and social aspects of video games than on pure technical aspects. Organized around a collection of selected readings and real-world games and discussions. The final project is based on reflective thinking, critical evaluation, and creative application.
Offering history
Term
Sections
Enrolled
Capacity
Full
Open seats/section
Fall 2025
1
6
9
67%
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 0% · Th 0% · F 100%
Common patterns: F (100% of sections)
— in patterns, R means Thursday