Designing an international curriculum guideline for game audio: problems and solutions
dc.citation.epage | 47 | en_US |
dc.citation.spage | 38 | en_US |
dc.citation.volumeNumber | 1 | en_US |
dc.contributor.author | Onen, U. | en_US |
dc.contributor.author | Stevens, R. | en_US |
dc.contributor.author | Collins, K. | en_US |
dc.date.accessioned | 2019-02-11T06:11:10Z | |
dc.date.available | 2019-02-11T06:11:10Z | |
dc.date.issued | 2011 | en_US |
dc.department | Department of Communication and Design | en_US |
dc.description.abstract | In 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.eissn | 2160-9705 | |
dc.identifier.issn | 2160-9691 | |
dc.identifier.uri | http://hdl.handle.net/11693/49191 | |
dc.language.iso | English | en_US |
dc.publisher | Rochester Institute of Technology | en_US |
dc.source.title | Journal of Game Design and Development Education | en_US |
dc.subject | Curriculum | en_US |
dc.subject | Audio | en_US |
dc.subject | Experience | en_US |
dc.title | Designing an international curriculum guideline for game audio: problems and solutions | en_US |
dc.type | Article | en_US |
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