BA GB Curriculum & Courses

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The iSchool's on-campus Bachelor of Arts in Games and Behavior (BA GB) gives students a comprehensive understanding of game design and its social implications without the need for extensive knowledge in computer programming.

120

Units to Complete Degree, Includes:
42 Upper-Division, 36 Major Coursework, 18 Minor or Dual Degree


Learning Outcomes

The BA in Games and Behavior is a dynamic program with a set of learning outcomes targeting a broad understanding of important design principles and human behavior in serious and recreational games, as well as implications tied to gamification in society.

  • Students will demonstrate the ability to design a game for various purposes, such as education, health and wellbeing, training, and entertainment by incorporating best practices related to gamification in all stages, including challenges and fun factor, balancing, level design, scoring and progression, user interface, interaction mechanics, narration, functionality, usability and playability.
  • Students will exhibit understanding of, and skills related to, varied approaches, tools, systems, platforms, devices and processes, and their effective utilization for game development, that are well established and currently used in the games industry.
  • Students will demonstrate knowledge of user needs and rights, such as identifying target user groups for games, PR tools and platforms, analytics and metric tools, play testing and evaluation, monetization, models, information, protection, game-related permissions on different ethical competence, professional ethics, quality steering, assurance, monitoring and social media utilization.
  • Students will demonstrate facility using basic research methods, such as research design, statistics and analysis; organization, identification and location of data and information including open- and closed-access sources; and presentation of findings in oral, written and multimedia form, including proper use of and citation of sources.
  • Students will acquire the skills, knowledge and self-understanding to communicate with and effectively work and interact across cultures and with diverse people and groups.
  • Students will demonstrate knowledge of career and further education options and opportunities relative to their plan of study, and will set goals and make plans beyond their expected graduation.
  • Students will be able to recognize and analyze ethical and policy concerns raised by new technologies and will be able to apply ethical thinking to real-world cases and craft effective solutions.
  • Students will be able to identify and apply professional ethics and standards relevant to their career and aspirations.

Sample Four-Year Plan

120 units are required for graduation. A minor with a minimum of 18 units, or a double major, is required.

In addition to the required foundation, general education and minor or double major courses, BA GB students must meet the following requirements to complete the degree: 24 units of Core Courses; 12 units of Games and Behavior Electives; 3-unit Engagement course (ESOC 480).

Click to view sample courses by year:

Year 1 | Fall

ENGL 101: First-Year Composition 3 units
MATH (based on placement) 3 units
UNIV 101: Introduction to the General Education Experience 1 unit
General Education: Exploring Perspectives 3 units
First-Semester Language 4 units
TOTAL 14 units

Year 1 | Spring

ENGL 102: First-Year Composition 3 units
Major Core Course 3 units
General Education: Exploring Perspectives 3 units
General Education: Building Connections 3 units
Second-Semester Language 4 units
TOTAL 16 units

Year 2 | Fall

Major Core Course 3 units
Major Core Course 3 units
General Education: Exploring Perspectives 3 units
General Education: Exploring Perspectives 3 units
Third-Semester Language 4 units
TOTAL 16 units

Year 2 | Spring

Major Core Course 3 units
Major Core Course 3 units
General Education: Building Connections 3 units
Minor Course 3 units
Fourth-Semester Language 4 units
TOTAL 16 units

Year 3 | Fall

UNIV 301: General Education Portfolio 1 unit
General Education: Building Connections 3 units
Major Core Course 3 units
Additional Elective 3 units
Minor Course 3 units
Minor Course 3 units
TOTAL 16 units

Year 3 | Spring

Major Core Course 3 units
Upper-Division Elective 3 units
Major Elective Course 3 units
Major Elective Course 3 units
Minor Course 3 units
TOTAL 15 units

Year 4 | Fall

Major Elective Course 3 units
Minor Course 3 units
Minor Course 3 units
Upper-Division Elective 3 units
Upper-Division Elective 3 units
TOTAL 15 units

Year 4 | Spring

ESOC 480: Digital Engagement 3 units
Major Elective Course 3 units
Additional Elective Course 3 units
Additional Elective Course 3 units
TOTAL 12 units
TOTAL DEGREE CREDITS 120 units

This is a sample plan and is subject to change based on catalog year, placement tests, AP/CLEP credit, transfer work, minor requirements, summer school, etc. The official degree requirements may be found in the University General Catalog and all University of Arizona students should refer to the Academic Advising Report for specific graduation requirements.


Curriculum & Courses

Bachelor's in Games and Behavior students take a mix of Foundations, General Education, Core Major, Major Elective, Engagement, Minor and Other Elective courses, subject to change based on catalog year, placement tests, AP/CLEP credit, transfer work, minor requirements, summer school, etc.

Click a link below to learn more and view course information:

Foundations

Specific unit requirements may vary based on placement and/or prior college-level coursework:

  • First-year English or equivalent
  • MATH Foundation: MATH 107, 112 or higher
  • Second language fourth-semester proficiency

General Education

  • Introduction to General Education (1 unit)
  • Exploring Perspectives Courses (12 units, including at least one course from each domain: Artist, Humanist, Natural Scientist, Social Scientist)
  • Building Connections Courses (9 units)
  • General Education Capstone (1 unit)

Learn More About UArizona General Education Requirements

Students who started before Spring 2022 will follow the previous UArizona GenEd requirements:

  • Tier 1 Individuals & Societies (6 units)
  • Tier 1 Traditions & Cultures (6 units)
  • Tier 1 Natural Sciences (6 units)
  • Tier 2 Humanities (3 units)
  • Tier 2 Individuals & Society (3 units)
  • Tier 2 Arts (3 units)
  • Diversity (3 units)

With the increasing reliance on new media for collaborative work, social connection, education, and health-related support, this course will analyze human collaboration and community processes online. By considering how people create a sense of community, maintain group connections, and cooperate with others to bring about a particular outcome, this class will focus on what humans do, how they present themselves, and how they do the work of collaboration in online contexts. In addition to focusing on how humans work together in online in communities, this course will examine the many theories and interdisciplinary bodies of literature that pertain to `community¿ generally, and `online communities¿ specifically. With a focus on both theory and practical applications, this course gives learners opportunities to think intellectually about technology-based collaborations and to apply course-based knowledge in their mediated social lives. This course is not a technical experience, rather it focuses on the theories pertaining to and the processes in play when humans engage in group collaborations (e.g., gaming, teaching, learning, working, or gaining health-related support) via mobile technologies and online sites.

This course will explore broad research paradigms and theoretical approaches that inform contemporary social research, varying study designs, as well as the systematic methods utilized in differing types of data analyses. Though this course will introduce research processes across the academic spectrum, quantitative analysis of both small and large data sets will be emphasized. Therefore, students will learn about basic statistical analyses and will be introduced to the emerging worlds of data science and social media analytics. Students will also consider related topics such as data visualization or research presentations.

This course provides an introduction to game design and teaches students the fundamental concepts for creating games. Students will survey many different games, exploring the issues game designers face when designing games in different genres. Students will participate in a series of game design challenges and will be responsible for designing and prototyping simple games using a game building tool. Students will present their solutions to these challenges in front of the class for general discussion and constructive criticism.

The course on gamification introduces you to the uses of game design elements (such as online games or apps) in non-game contexts. Gamification is a broad concept, which has been increasingly applied to different sectors and areas, ranging from political communications, the non-profit sector (gamification for advocacy), the business sector, and even the public sector. The rise of gamification as an important tool and strategy raises fundamental questions about the opportunities, challenges and the risks of the increased use of websites, online games and apps for major sectors of society.  In this course, you will be introduced to and compare scholarly analyses of gamification across a variety of fields, analyze relevant case studies and best practices of gamified strategies from various social sectors such as business organizations, non-profits, media, and politics, examine common patterns in the development of gamification strategies, and survey potential benefits and disadvantages arising from the use and overuse of gamification principles.

This course surveys eSport as an activity, as a site for groups or teams building community, and as an emerging digital industry worldwide. Students will learn about differing stakeholders and organizations converging in eSports. Learners will also consider eSports from differing lenses, perspectives, and academic disciplines. Emerging employment opportunities in eSports as well as potentials for professional players will be discovered and examined.

This course aims to give students fundamental knowledge and hands-on experience about the ways of earning money through video games independently. The course will include content-based lectures that cover information about relevant aspects and platforms along with best-practices and real-life examples. There will be discussions, hands-on activities, research and case studies, reading and video assignments followed by quizzes, a midterm exam, and a final project that emphasizes hands-on application of the learned content. In the course, the tools of the trade and various channels for monetizing independent gaming will be introduced. After completing this course, students will be equipped with the necessary knowledge to be able to pursue independent money-earning activities in gaming.

This course explores the social, legal, and cultural fallout from the exponential explosion in communication, storage, and increasing uses of data and data production. In this class, we emphasize the opposing potentials of information technologies to make knowledge widely available and to distort and restrict our perceptions. In a world of rapid technological change, topics include (but are not limited to): eavesdropping and secret communications, privacy; Internet censorship and filtering, cyberwarfare, computer ethics and ethical behavior, copyright protection and peer-to-peer networks, broadcast and telecommunications regulation, including net neutrality, data leakage, and the power and control of search engines.

Choose four courses from the following: 

This course will lay a foundation for understanding how stories shape communities, identities, memories, and perspectives on our lives. In addition, this course will provide opportunities for the theoretical analysis of self representation, composite narratives on behalf of others, cultural heritage, and memories as they are preserved and performed within stories and through narrative. Influences on digital storytelling such as the sociocultural context, the institutional contexts of production the audience, and the needs or goals of the digital storyteller will be examined. Students will be required to call on their own intellectual, emotional, and imaginative processes, as well as to develop their own skills in digital storytelling, interviewing, oral history collection, and the use of relevant digital storytelling tools.

This course will look at how commerce in information content (websites, books, databases, music, movies, software, etc.) functions. We will discuss things like switching costs, net neutrality, the long tail, differential pricing, and complementary goods. We will address the following sorts of questions:

- Why do so many information producers give away content (such as "apps" for mobile phones) for free? How do companies (such as Google and Facebook) stay in business when no one has to pay to use their services?
- What are contemporary practices with regard to (Regarding) purchasing access to information content? For instance, why do we tend to buy books, but only rent movies? Also, how do new modes of content provision (such as Pandora and Spotify) change the way that creators get paid for their work?
- Why are there restrictions on how information content can be used? For instance, why can you play the DVD that you bought on your trip to Europe on the DVD player that you bought at home in the United States?

But why should anybody other than an economist care about the answers to these sorts of questions?

The world now runs on the production, dissemination, and consumption of information. All of us constantly access all sorts of information, through all sorts of devices, from all sorts of providers. We read and interact with websites, we query databases, and we communicate with each other via social media. These sorts of activities permeate both our personal and professional lives. In order to (To) successfully navigate this digital world, information consumers, information producers, and information policy makers need to understand what sorts of information goods are likely to be available and how much they are likely to cost.

We cannot learn enough about digital commerce simply by studying the various information technologies that are now available to create…

This course introduces key concepts and skills needed for those working with information and communication technologies (ICT). Students will be exposed to hardware and software technologies, and they will explore a wide variety of topics including processing and memory systems, diagnostics and repair strategies, operating systems in both desktop and mobile devices. As part of this course, students will consider current technological disruptions, those issues emerging as technologies and social needs collide. Students we also learn about design issues and user needs tied to mobile or computer applications and web-based tools, sites, games, data platforms, or learning environments.

We are living in a time when nearly everyone has the means to make movies, music and photos using just their own personal tools like smartphones, iPads, and similar mobile gadgets. This course will develop and refine skills and understanding of multimedia in contemporary culture. Offering a survey of innovative works in film and information arts, this course will allow students a hands-on opportunity to respond to concepts covered in class using self-produced media. This course will address how information functions in time-based forms of multimedia and video in this era of interactive information and displays. Drawing on historical precedents in the media and computational arts, this course focuses on both linear and non-linear approaches of using image, sound and text to create critical and creative works that function in a the context of social media and our contemporary digital society. How and why do certain images, music or films affect us so profoundly? We will address this question through a study of the components of media literacy that include: Production, Language, Representation, and Audience. These concepts will be examined through a cross-section of writers including: Marshall McLuhan, John Berger and Susan Sontag.

This course focuses on a critical reading of video games, including cultural and gender representations, and implications of decisions in narratives and design. Students will analyze how video games bring new pathways, questions, and perspectives about cultural memory. Through creation of their own interactive fiction within this course as an important step in their game development education, students are encouraged to apply humanism and critical lenses to games' representation of local and global cultures.

Digital games have exploded in popularity and have given rise to new and fascinating policy questions. This course will explore legal issues in the context of digital games and related industries like eSports. These issues include but are not limited to those related to first amendment rights, censorship, privacy protections, unionization of professional groups, and intellectual property. This course will provide students a broad survey of legal and policy matters that will provide them with a helpful prospective and foundation for careers in digital game industries.

This hands-on project-based course centers on advanced simulation environments, including their development, evaluation, and importance in contexts ranging from education, health care and emergency response, exploration and mission planning, and entertainment. Understanding the objective of simulation will involve information gathering, problem exploration, and analysis of complex problems. The emphasis of this course will be on the effective design and integration of diverse elements. Practical and theoretical applications of these will include: mobile, virtual, augmented, mixed, and extended reality simulation; storyboarding and narrative development; collaborative participatory design; modeling methods; and a variety of human-computer interaction (e.g., affect and context aware systems) and learning science methodologies.

This project-based course engages students in exploring, assessing, and applying the elements of storytelling within the design of digital games, including the practice of situating game narrative as an essential design element across multiple communicative modes (i.e. imagery, audio, video, text). Students will explore narrative elements employed in classic and modern digital games, develop original story elements for digital games, and engage with the stories created by their colleagues.

This course develops and applies critical frameworks to understand diversity and bias in world-building, game mechanics, character representation, and social behavior within games. We will interrogate games to discover implicit and explicit biases, explore diversity and inclusion initiatives within the gaming industry, and develop strategies toward more inclusive game development and play experiences.

Esports Team Development covers student performance on teams and game strategies useful for group coordination. Students will develop problem-solving skills in competitive game contexts. Students will support one another and assist their peers in reaching personal goals and successes..

This course examines the ways in which computing and information science support and facilitate the production and creation of art in current society. A particular focus of the course will be to discuss how artists have used advances in technology and computing capacity to explore new ways of making art, and to investigate the relationships between technical innovation and the artistic process. This class satisfies a Tier II: Arts General Education Requirement. Alternatively, this class can be applied towards the ISTA BA/BS and ISTA minor. Tier II Gen-eds can be double-dipped with a minor but not a major. 

This course will provide the student with the information and experience necessary for the creation and manipulation of digital audio. Students will have the opportunity to experience the music-making process with the technology tools and techniques that are common in both home and professional studios. The class will make use of a variety of software packages designed for contemporary music production, explaining the universal techniques and concepts that run through all major software programs. Topics will include musical analysis, MIDI control, synthesis techniques, audio editing, and audio mixing. Lab assignments will emphasize hands-on experience working with musical hardware and software to provide the necessary skills to create music based on today's musical styles. The course provides the foundation for further study, creative applications, and personal expression.

The field of Human Computer Interaction (HCI) encompasses the design, implementation, and evaluation of interactive computing systems. This course will provide a survey of HCI theory and practice. The course will address the presentation of information and the design of interaction from a human-centered perspective, looking at relevant perceptive, cognitive, and social factors influencing in the design process. It will motivate practical design guidelines for information presentation through Gestalt theory and studies of consistency, memory, and interpretation. Technological concerns will be examined that include interaction styles, devices, constraints, affordances, and metaphors. Theories, principles and design guidelines will be surveyed for both classical and emerging interaction paradigms, with case studies from practical application scenarios. As a central theme, the course will promote the processes of usability engineering, introducing the concepts of participatory design, requirements analysis, rapid prototyping, iterative development, and user evaluation. Both quantitative and qualitative evaluation strategies will be discussed.

Introduces the basics of copyright law and fair use, also discusses the theoretical foundations and history of copyright and the public domain. These issues are placed within a broader multicultural and international context. By the end of the course students will: (a) know the basics of copyright law and fair use as they apply to libraries and related information services, and (b) understand the importance of balancing the rights of intellectual property owners with the societal need for a robust public domain.

This course is designed to be a culminating experience for the eSociety degree program, a course that engages students in practical activity as well as prepares learners for contemporary work. eSociety major and minor students as well as other undergraduates preparing for work relating to digital information or related fields can enroll in and will benefit from this course. Students will be given opportunities to discuss, review and reflect on their learning in their undergraduate work relative to an eSociety and will be provided the mechanisms through which their coursework can be applied to `real-world' contexts (e.g., internships, interviews with leaders in their area of study, professional shadowing experiences, service learning projects, or community-based event planning). Ultimately, this course provides students the opportunity to learn about what it means to be prepared in an eSociety as well as reflect on their own skill sets and the professional preparation needed for career satisfaction and success.

BSIS students are required to take 18 units from a minor or dual major.

Elective courses may be needed to reach the 120-unit graduation requirement, of which 42 units must be upper-division (300-level or above) coursework.

Ready to shape the future of games and their role in society?

Learn more about the Bachelor of Arts in Games and Behavior by contacting us at ischool-ugrad@arizona.edu, or review the admissions process and begin your application now.

If you are a current UArizona student, learn more about declaring a major, minor or certificate.

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