Designing an international curriculum guideline for game audio: problems and solutions

dc.citation.epage47en_US
dc.citation.spage38en_US
dc.citation.volumeNumber1en_US
dc.contributor.authorOnen, U.en_US
dc.contributor.authorStevens, R.en_US
dc.contributor.authorCollins, K.en_US
dc.date.accessioned2019-02-11T06:11:10Z
dc.date.available2019-02-11T06:11:10Z
dc.date.issued2011en_US
dc.departmentDepartment of Communication and Designen_US
dc.description.abstractIn this paper, we present an overview of some of the issues and questions encountered in developing an international game audio curriculum, and outline some of our solutions. In doing so, we discuss the interdisciplinary needs of video game instruction, the industry’s desire for key soft skills in addition to technical skills (based on our informal and formal querying), and the constraints faced in terms of institutional and international differences in curricular structure. While our curriculum is specifically concerned with game audio, our solutions and approach can be adapted across other disciplines facing similar difficulties.en_US
dc.identifier.eissn2160-9705
dc.identifier.issn2160-9691
dc.identifier.urihttp://hdl.handle.net/11693/49191
dc.language.isoEnglishen_US
dc.publisherRochester Institute of Technologyen_US
dc.source.titleJournal of Game Design and Development Educationen_US
dc.subjectCurriculumen_US
dc.subjectAudioen_US
dc.subjectExperienceen_US
dc.titleDesigning an international curriculum guideline for game audio: problems and solutionsen_US
dc.typeArticleen_US

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