So, what happens when you put together a drama professor and a computer science one?
You get an entertainment technology program. In an article, in the NY Times, Seth Schiesel talks about the blossoming of academic programs devoted entirely to the study and development of video games, offering courses that range from basic game programming to contemporary culture studies.
Since first appearing about three decades ago, video games are well on their way to becoming the dominant medium of the 21st century. They are played across the world by people of all ages, from all walks of life. And in a time where everything is measured by the bottom line, they have in fact surpassed the movie industry in sales. The academy, therefore, no matter how conservative, cannot continue to ignore this phenomenon for long. So from The New School (which includes Parsons) to Carnegie Mellon, prestigious colleges and universities are beginning to offer programs in interactive media. In the last five years the number of universities offering game-related programs has gone from a mere handful to more than 100. This can hardly be described as widescale penetration of higher education, but the trend is unmistakable.
The video game industry has a stake in advancing these programs since they stand to benefit from a pool of smart, sophisticated young developers ready upon graduation to work on commercial games. Bing Gordon, CEO of Electronic Arts says that there is an over-production of cinema studies professionals but that the game industry still lacks the abundant in-flow of talent that the film industry enjoys. Considering the state of public education in this country, it seems that video game programs will continue flourishing only with the help of private funds.
The academy offers the possibility for multidisciplinary study to enrich students’ technical and academic backgrounds, and to produce well-rounded talents for the professional world. In his article, Schiesel quotes Bing Gordon:
To create a video game project you need the art department and the computer science department and the design department and the literature or film department all contributing team members. And then there needs to be a leadership or faculty that can evaluate the work from the individual contributors but also evaluate the whole project.
These collaborations are possible now, in part, because technology has become an integral part of art production in the 21st century. It’s no longer just for geeks. The contributions of new media artists are too prominent and sophisticated to be ignored. Therefore it seems quite natural that, for instance, an art department might collaborate with faculty in computer science.