To earn an MBA x Game Design concentration in the Full-Time MBA, Full-Time MS in Finance/MBA (Finance track), JD/MBA, or LLM/MBA, you will earn twelve credits from the curriculum listed below.
Required MBA x Game Design and Analytics courses
GSND5110 | 4 credits
GSND6350 | 4 credits
Complete 4 elective credits from the following
Explores theories of perception, motivation, needs, learning, goals, and belief systems as they pertain to games and play. Examines psychological principles, including visual and audio perception, emotions, behavior, personality, and the more recent scientific discoveries around psychological models explaining play behavior or motivation theories behind play. Introduces how players learn in and from games based on the relationship of play to learning theories. Forms a solid theoretical basis for a new segmentation tool—psychographics. Explores visual and cultural archetypes, digging into comics, movie sets, and cartoons to distillate what makes people tick in certain ways relating to universal theories of perception and gestalt theories. Applies the theories through critical analysis of play behavior and games.
GSND6320 | 4 credits
Focuses on topics of player psychology—cognition; memory; emotions; attention; and game-focused theories such as engagement, fun, user experience, player-need-satisfaction model, and flow. The development cycle of any game relies on the understanding of the players, the target market of the game product. Covers game usability engineering and game-specific evaluation methods, such as play testing, rapid iterative testing and evaluation (RITE), play-heuristic evaluation, and retrospective play reviews. Offers students an opportunity to learn how to analyze qualitative and quantitative data and to apply parametric and nonparametric statistical evaluation methods, qualitative data coding and analysis, and descriptive statistics. Requires students to apply visualization techniques of data and reporting.
GSND6330 | 4 credits
Covers the domain of psychophysiological testing. Introduces theory and research in major areas of human psychology, including cognition, emotions, and attention. Studies the principles, theory, and applications of psychophysiological assessment inside and outside interactive digital entertainment. Offers students an opportunity to understand the basics of eye tracking—eye movements, fixations, saccades. Applies methods of data collection, cleaning, and analysis for both physiological and eye-tracking data. Covers all issues of using such measurements, including validity of conclusions and confounding variables. Covers the process of triangulation and repotting in-depth along the entire process of the game production life cycle.
GSND6340 | 4 credits
Introduces the topic of game analytics, defined as the process of discovering and communicating patterns in data with a goal of solving problems and developing predictions in user behavior supporting decision management, driving action, and/or improving game products. Covers the fundamental tools, methods, and principles of game analytics, including the knowledge-discovery process, data collection, feature extraction and selection, pattern recognition to aid in prediction and churn analysis, visualization, and reporting. Covers analytics across game forms, notably online games and delivery platforms. Presents analytical tools recommended during development and tools designed for ongoing maintenance of games.
GSND 6350 | 4 credits
The curriculum is subject to change by D’Amore-McKim faculty. Please monitor for updates.