Digital Business Strategy (MKTG-UB 56)

This course covers the digital technology industry (e.g. consumer electronics, software) from a strategic and marketing perspective. The objectives are to understand how these industries function, the unique challenges they face, and how digital technology companies can leverage their strengths to achieve success in the marketplace. The focus is on understanding the interactions between competition, technology evolution, and firm capabilities.

Marketing (Undergraduate)
2 credits – 15 Weeks

Business of Video Games (MKTG-UB 58)

Video games are now a mainstream form of entertainment. In economic terms, this industry has experienced tremendous growth, despite a grueling recession, growing to an estimated $60 billion worldwide. A key development that has changed the playing field for both the producers and consumers of interactive entertainment is a shift away from physical retail to digital and online game distribution. The audience for games has also shifted—no longer the exclusive practice of hardcore gamers, video games have gained mass appeal in the form of social and casual gaming, on the internet, on consoles, and smartphones. At the same time, the development and publishing of games has become far more accessible. The game behind the game, in a manner of speaking, has changed. In this class, we explore the basic components of the current video game industry. Every week, we review major current events, will hear from people currently working in the industry, examine case studies, and discuss the overall business landscape. Central to each class is the notion that practical business considerations and the design-driven creative process do not have to be in opposition.

Marketing (Undergraduate)
2 credits – 15 Weeks

Sections (Spring 2021)


MKTG-UB 58-000 (10780)01/28/2021 – 05/10/2021 Thu4:00 PM – 6:00 PM (Late afternoon)at Washington SquareInstructed by

Entertainment & Media Industries (MKTG-UB 40)

This course provides students with a framework for understanding the economics and key strategic issues facing organizations in the entertainment industry. It establishes a basis for the formulation of marketing tactics and strategies for firms competing for consumers’ discretionary spending. Recent developments in major sectors of the entertainment industry are covered, including movies, television and cable, theatre, and sports. Issues that cut across all types of entertainment industries are examined, including licensing, promotion, and new technologies.

Marketing (Undergraduate)
2 credits – 15 Weeks

Technology’s Impact On Entertainment & Media (MKTG-UB 23)

Throughout the industry value chain, from content creation to distribution and consumption, technology has changed the way consumers view and use entertainment. Technology has also changed the advertising industry, which is a major source of revenue for the entertainment industry. This course explores the impact of technology, such as interactivity and VOD, on audience trends and fragmentation. The course provides a brief introduction to each of these industries and examines the impact that technology has had on them, including assessment of possibilities for the future.

Marketing (Undergraduate)
2 credits – 15 Weeks

Introduction to Game Engines (OART-UT 1621)

Introduction to Game Engines is a course intended for students who already have an understanding of programming fundamentals that introduces concepts, problems, and methods of developing games and interactive media using popular game engines. Game engines are no longer just used for the development of games, they have increasingly gained popularity as tools for developing animations, interactives, VR experience, and new media art. Throughout the semester, students will have weekly programming assignments, using a popular game engine. There will be a final game assignment, as well as weekly quizzes and a final exam. The course assumes prior programming knowledge, if students do not have the appropriate prerequisites a placement exam may be taken. There will be an emphasis on using code in a game engine environment as a means of creative expression.

Open Arts Curriculum (Undergraduate)
2 credits – 7 Weeks

Sections (Fall 2022)


OART-UT 1621-000 (14528)10/26/2022 – 12/14/2022 Fri2:00 PM – 4:00 PM (Early afternoon)at Brooklyn CampusInstructed by Hawk, Danny

Readings in Chinese Poetry I (EAST-UA 213)

Designed to help students understand and appreciate the linguistic and aesthetic features of Chinese language rendered in poetic form and to improve their ability to read and interpret authentic texts in general. Integrates language learning with poetry study, introduces the formal structure of Chinese classical poetry and surveys its stylistic variations at different historical conjunctures. Conducted primarily in Chinese. English translations of the poems are provided as references from time to time.

East Asian Studies (Undergraduate)
2 credits – 15 Weeks

Immersive Design for Video Games (INTM-SHU 259)

The current design methods and technologies in the field of digital entertainment, from design concepts to design tools, are still based on 2D screens, but the product is often 3D. This contradiction results in the designers not being able to see the final consequences of their work directly. Can existing VR technologies solve this contradiction? Immersive design is a new design method for digital creativities beyond the screen. It usually takes VR, AR, or MR devices as design interfaces to craft 3D models, textures, game environments, and other gaming experiences. Not only game assets creation but also game design concepts can be changed with these new technical inputs. In this course, students will answer the following questions: ○ Is immersive design more intuitive? ○ Is immersive design more efficient? ○ Do immersive design techniques have lower learning costs? ○ What traditional design lessons and concepts can be applied in an immersive design environment? In view of these questions, students from different disciplines will give answers through discussions, projects, collaboration, documentation, and VR games. Prerequisite: Communications Lab. Fulfillment: IMA/IMB Elective.

Interactive Media Arts (Undergraduate)
2 credits – 8 Weeks

Sections (Fall 2022)


INTM-SHU 259-000 (17316)09/05/2022 – 10/28/2022 Tue9:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by Zhang, Xingchen

Hello Metaverse (INTM-SHU 305)

The aim of this course is to explore the relationship between the virtual self and environment and to assess both as a space for learning and collaboration using virtual reality. This course takes place entirely in virtual, immersive environments. Students will be provided Oculus Quest 2 virtual reality headsets and specialized software. See the principles above for further details. Prerequisite: IMA Major with junior or senior standing. Fulfillment: IMA/IMB Elective.

Interactive Media Arts (Undergraduate)
2 credits – 7 Weeks

Sections (Fall 2022)


INTM-SHU 305-000 (17306)10/31/2022 – 12/16/2022 Wed9:00 AM – 12:00 AM (Morning)at ShanghaiInstructed by Grewell, Christian

Jazz History (MPAJZ-UE 1121)

Credits: 2
Duration: 15 Weeks
Dates: Tue
Credits: 2
Duration: 15 Weeks
Dates: Tue,Thu

This course surveys the history and development of jazz music in America from the mid 1800s to current trends in popular music. Through a historical timeline, student will study jazz music’s range of styles as informed by social, regional, cultural, technological, and political trends. Realizing that all music is a reflection of historical events and the cultures they are informed by, students will analyze the close connection between jazz music and why it is known as America’s true original artform.

Music Instrumental: Jazz (Undergraduate)
2 credits – 15 Weeks

Race and Inequality: Advancing Equity through Policy and Practice (APSY-UE 1273)

This course shines a bright light on racial inequality in the United States by focusing on structural disparities in key areas of American life: Income, wealth and employment; the right to vote, health and wellbeing, education and juvenile justice. Vanguard leaders from across NYU and across fields of Law, Public Health and Allied Health fields, Education, Social Work, and Public Policy provide insights on key scholarly and community-based frameworks they use to confront problems of inequality in the United States. They share their expertise in designing and implementing policy solutions that offer the promise of a more equitable future.

Applied Psychology (Undergraduate)
2 credits – 15 Weeks

Topics in Recorded Music: David Bowie (REMU-UT 1143)

David Bowie’s life and work offer a template for how to survive and continue to evolve as a musical artist. David Bowie has kept the music industry, his fans and the world guessing throughout a career that spans over four decades. Bowie himself put his secret best in his prophetic 1972 song, “Ch-ch-ch-ch Changes”; a multi-talented performer, writer and visual artist, Bowie has played his career like an instrument, selecting trends of every generation to process, absorb and adapt into successive phases of his ever-evolving chameleon persona. In this day of ceaseless multiple media, Bowie’s most recent, and typically perverse, coup was keeping secret the recording of his 2013 album, The Next Day, over a two-year recording period. The manipulative bravado of knowing when and how to keep a star’s inaccessibility and mystery, or to expose oneself, as Bowie did on TV in his own darkest days, has given David Bowie a singular, enduring mystique, glamour and respect. Examining the arc of his work is a window into significant scenes of every decade since the 1950s, and offers insight into: the British Blues scene that produced the Beatles and the Rolling Stones; the hippy free festival counter-culture; r’n’b; futurism; electronica;glam and gender games, improvisation; soul; funk; dance; disco; minimalism; ambient; avant-garde theater; and above all, the endlessly evolving sound of US and UK young clubland, including recent jungle and garage, to which Bowie consistently returns to recharge and find a new direction to make his own.

Recorded Music (Undergraduate)
2 credits – 7 Weeks

Sections (Fall 2025)


REMU-UT 1143-000 (18004)10/22/2025 – 12/11/2025 Tue5:00 PM – 8:00 PM (Late afternoon)at Brooklyn CampusInstructed by Goldman, Vivien

Topics in Recorded Music: Indigenous Pop Around the World (REMU-UT 1175)

In 2021, New Zealand pop star / singer-songwriter Lorde released a five-song EP of tracks from her Solar Power album, rerecorded in the indigenous Māori language. Five years prior, pop stars like Pharrell Williams, Dave Matthews, Radiohead, and Sia raised their voices at Standing Rock, North Dakota in support of the protests against the Dakota Access Pipeline—one of many increasing threats to the sovereignty of Indigenous Nations. Their celebrity presence was key to attracting mainstream media coverage. However, those artists were largely following the lead of Native hip-hoppers like Supaman, Snotty Nose Rez Kids, and Prolific, who’d already been at Standing Rock since the start of the protests, rallying their own communities. This course will engage students around the growing globalization of Indigenous Peoples movements that intersects culture, politics, and economics. These days, Indigenous musicians like Aboriginal Australian rapper Baker Boy and Canadian First Nations vocalist Jeremy Dutcher are gaining in visibility, topping critics’ year-end Best-Of lists and taking home awards. This “Creative Natives” wave is being felt far outside of music, too: Tzotzil fashion designer Alberto López Gomez from Chiapas, Mexico was featured in New York Fashion Week; Māori filmmaker Taika Waititi won an Oscar for JoJo Rabbit; influential art critics heralded White Mountain Apache music performance artist and film scorer Laura Ortman at the 2020 Whitney Biennial, and Seminole/Muscogee Creek showrunner Sterling Harjo’s Reservation Dogs is the new hit on FX/Hulu. Over the course of seven weeks, students will engage with a wide range of international Indigenous performers and music(s) they may have never heard before—from Māori metal to Saami yoik-rap, Quechua huanyo-pop, Inuit throatsinging, Maasai hip-hop, Hawaiian reggae, Tokelauan dance-pop, and even Tuareg rock. Meanwhile, they will discover how Indigenous artists have not only achieved national, even international, acclaim in popular mainstream music genres, they are increasingly “indigenizing” them with languages, instruments, and vocal techniques from their own cultural traditions. We will also look at some Indigenous stars who broke barriers to achieve mainstream fame as singular personalities and cultural ambassadors: artists like Yma Sumac, Buffy Sainte-Marie, Israel Kamakawiwo’ole, and more. And also, we’ll survey the impact of Indigenous artists and music on the both the mainstream recording industry, as well as the growth of Indigenous-directed business entities doing things on their own terms. Through readings, lectures, and class discussions, students will be introduced to important scholarship on Indigenous identity, (de-)colonization, cultural appropriation, aesthetics, and so on. Any student interested in socio-cultural movements, roots music trends, arts-centered activism, and the ways in which music introduces audiences to the messages within each of these—especially regarding themes like climate justice, human rights, social inclusion, and sovereignty issues—will benefit from taking this class. Students can also expect to leave the course with a greater awareness of, and hopefully appreciation for, the growing global presence and popularity of Indigenous sounds, voices, and views.

Recorded Music (Undergraduate)
2 credits – 7 Weeks

Sections (Fall 2025)


REMU-UT 1175-000 (18033)09/02/2025 – 10/21/2025 Tue5:00 PM – 8:00 PM (Late afternoon)at Brooklyn CampusInstructed by Veran, Cristina

Topics in Recorded Music: Taylor Swift (REMU-UT 1174)

The name “Taylor Swift” has become synonymous with a number of big ideas. To some in the music industry, the eleven-time Grammy winner (including three Album of the Year awards) defines 21st century country music’s pivot to pop radio. To others, Taylor Swift is the pop star of the 2010s (with the album sales and chart history to back it up— With sales of over 200 million records worldwide, Swift is one of the best-selling music artists of all time). When deployed pejoratively, however, the name “Taylor Swift” can signal anything from white privilege to white feminism to white taste in an era of intersectionality and Black Lives Matter conscientiousness. Taylor Swift may be a loaded phrase for some, but the career of Taylor Swift is more simply an embodiment of music’s American Dream. Raised on a Christmas tree farm in Pennsylvania, teenage Swift would move to Nashville and become one of the most lauded young songwriters in history. Her music was infatuated with love, innocence and romantic fantasias that would sour in the natural way those fairy tales do as a young woman grows up. By her early twenties, she was a full-fledged pop icon, having ditched Music Row for producers like Max Martin and Jack Antonoff, and tabloid fame. Along the way, there were feuds, squads and political discourses aplenty. Swift has encountered the type of controversies that would destroy most pop stars’ careers and acclaim. But at age 31, she has never been more awarded or acclaimed as a singer-songwriter. Meanwhile, her impact is felt in the success and style of younger singers/songwriters like Olivia Rodrigo, Conan Gray, Phoebe Bridgers and Clairo. This course proposes to deconstruct both the appeal and aversions to Taylor Swift through close readings of her music and public discourse as it relates to her own growth as an artist and a celebrity. Through readings, lectures and more, the class delves into analyses of the culture and politics of teen girlhood in pop music, fandom, media studies, whiteness and power as it relates to her image and the images of those who have both preceded and succeeded her. We’ll also consider topics like copyright and ownership, American nationalism and the ongoing impact of social media on the pop music industry.

Recorded Music (Undergraduate)
2 credits – 7 Weeks

Sections (Spring 2025)


REMU-UT 1174-000 (17008)01/21/2025 – 03/11/2025 Tue5:00 PM – 8:00 PM (Late afternoon)at Brooklyn CampusInstructed by Spanos, Brittany

Topics in Recorded Music: Gaming (REMU-UT 1155)

Fortnite’s concerts with Marshmello and Travis Scott. Open Pit’s DIY music festivals in Minecraft. League of Legends’ K-pop and hip-hop groups. Indie label Monstercat’s deals with Rocket League and Roblox. Sony Music’s gaming imprint Lost Rings. Grand Theft Auto’s 75 billion minutes of in-game music listening. “Fantasy record label” apps like FanLabel that allow fans to assemble their own “brackets” of artists that they think will do best on the charts. These are just a handful of examples of how music and games are increasingly overlapping as industries, experiences and cultures. There are strong mutual incentives at play: Game developers are blooming into full-fledged media brands and are looking to the music business for both financial and cultural capital, while music companies are looking to diversify their revenue, experiment with more interactive technologies and tap into the power of highly engaged communities online. In the process, this merging of entertainment worlds is also rewriting conventional wisdom of what it means to be an artist, a performer, gamer and especially a fan. This course will give students the critical frameworks and vocabulary to dissect how games are being incorporated into every corner of the music industry — from the moment music is created, to the strategies that inform how music is then disseminated, marketed, monetized and performed. We will draw from a combination of theoretical readings and real-world case studies to dissect video games that center music in their player experience on the one hand, and musical projects that draw direct inspiration from games in their approaches to design, marketing, business and fan engagement on the other hand. Because this field is relatively new, many of these case studies may emerge in real time as the course unfolds. This course will be reading-, writing- and play-intensive, with required and suggested games and soundtracks for students to play, watch or listen to every week. Throughout the course, students will have the opportunity to workshop their own creative, marketing and/or business strategies for hybrid music/game projects, walking away with a concrete plan of action for incorporating the fast-paced gaming industry into their own careers.

Recorded Music (Undergraduate)
2 credits – 7 Weeks

Sections (Spring 2023)


REMU-UT 1155-000 (14332)03/21/2023 – 05/08/2023 Tue6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Burke, Christopher

Topics: Led Zeppelin (REMU-UT 1115)

In name alone, Led Zeppelin carries mountains of meaning: the most successful and arguably the most influential rock band of all time. The creators of a mythic, mystical, guitar-based style that gave birth to the sounds and iconography of heavy metal. Song-crafters whose studio mastery, utilizing recording technology of the day, generated some of the most enduring rock recordings of their era, establishing standards that still define a stylistic and emotional extreme of popular music. The four British musicians who came out of the electric blues scene of the late ‘60s, recording and touring as a unit for a mere twelve years, together achieved a legendary stature that requires much study to fully appreciate more than thirty years after their demise. This course will consider the history of Led Zeppelin from a variety of perspectives: social and stylistic context; the nuts and bolts of their music—live and in the studio; the hows and whys of the band as a business. Using books, articles, videos, and a generous sampling of music, the course will follow their arrival in the final, psychedelic heyday of swingin’ London of the ‘60s; through their roots in folk and acoustic blues and later experimentations with Indian and North African music, and their rise in an era that was hungry for a heavier, more bombastic sound. The course will include special focus on the group’s technical leader and visionary, guitarist Jimmy Page, who came with prior credits as a sessionman and guitarist in the blues-rock band the Yardbirds, as well as other major players in the Zeppelin story—engineer Glyn Johns, manager Pater Grant—who helped build the sonic and popular juggernaut that the band became. In-class guest speakers will be featured, many who participated or witnessed the Led Zeppelin phenomenon, as well as a screening of the group’s concert film The Song Remains The Same.

Recorded Music (Undergraduate)
2 credits – 7 Weeks

Sections (Fall 2023)


REMU-UT 1115-000 (21549)09/05/2023 – 10/24/2023 Wed6:00 PM – 8:00 PM (Evening)at Brooklyn CampusInstructed by Kahn, Ashley

The Ethics of Big Tech & Social Media: Technoethics (DANC-UT 701)

This course offers a look at the lack of ethics and affects and effects upon humanity in the development of big tech, social media and the internet. Kicking off with the viewing of the number one doc on this topic “The Social Dilemma”, we begin a conversation around the impact of social media and technology on our lives and how to address it. Students will view documentaries, read books and engage in conversations in break out think tank groups in order to come up with solutions in a midterm one page manifesto for the greater good of humanity. Required readings include from “Understanding New Media Extending Marshall McLuhan” by Robert K Logan to set a framework of what technology is, followed by reading Jaron Lanier, “10 arguments for deleting your social media accounts right now”, and dipping into the spirituality side with “igods” by Craig Detweiler, ending with “Irresistible” by our very own NYU Professor Adam Alter. In partnership with the center for Humane Technology and their curricula support for academics, this course seeks to ask hard questions, dispel mistruths, host constructive conversations, test experiments and create a dialogue around how we must change the ways we develop and interact with tech for our survival. A willingness to take part in class experiments and experience based learning around topics of social media and technology is required. Final culmination of work from the course is a utopian project pitch deck that students design with the task of creating seedlings for new sustainable and humane business models for social media, big tech, and entrepreneurial situations, in hopes that some may go on to grow, bloom and fruit necessary change for the greater good of all. Students at the end of the semester will ethically assess their work and assign their own grade based on their self evaluation.

Dance (Undergraduate)
2 credits – 15 Weeks

Sections (Fall 2022)


DANC-UT 701-000 (14794)at Washington SquareInstructed by

Introduction to Studio Art (ART-SHU 310)

This course will be an introduction to studio art for students, to traverse both cultural and temporal barriers of visual arts. Students will examine the content of artwork, and build various skills to translate ideas into reality. Class time will be devoted to individual projects and critiques, lectures, and group discussions. This course is open to all students with or without an art background. Note that attendance in the first class meeting is mandatory, otherwise you will be dropped from the course. Prerequisite: None. Fulfillment: general elective

Art (Undergraduate)
2 credits – 14 Weeks

Sections (Spring 2022)


ART-SHU 310-000 (17746)02/07/2022 – 05/13/2022 Wed5:00 PM – 8:00 PM (Late afternoon)at ShanghaiInstructed by Edelstein, Barbara · Zhang, Jian

Interaction as Art Medium (IMNY-UT 249)

While traditional forms of art such as painting and sculpture only expect intellectual communication with the spectator, interactive arts consider the audience as active participants and directly involve their physical bodies and actions. Interactive art invites its audience to have a conversation with the artwork or even be part of it. Well designed interactions add new meanings to the artwork and enhance effective and memorable communication with the viewer through their magical quality. Artists have achieved interactivity in their art through different strategies based on various technologies. For example, some projects have physical interfaces such as buttons and knobs, some projects react to the audience’s presence or specific body movements, and yet others require collaborations between the audience as part of the interaction process. Some artwork involves interactions that require a long period of time for the engagement. In many of these interactive art projects, interaction methods are deeply embedded into the soul and voice of the work itself. In this class, we will explore interaction as an artistic medium. We will be looking at interactive media art history through the lens of interaction and technology to explore their potential as art making tools. Every 1-2 weeks, you will be introduced to a new interaction strategy along with a group of artists and projects. You will learn about relevant technologies and skills for the interaction strategies and build your own project to be in conversation with the artists and projects. You will also explore and discuss the future of interactions and how interactive art can contribute to innovations in interactions, and vice versa. You will also learn about how to contextualize and articulate your project in an artistic way. The assignments include reading, short writing, hands-on labs, and production assignments. Technical topics covered in class include but are not limited to: physical computing, sensing, and interaction design.

Interactive Media Arts (Undergraduate)
2 credits – 7 Weeks

Sections (Spring 2022)


IMNY-UT 249-000 (22306)03/22/2022 – 05/09/2022 Tue9:00 AM – 11:00 AM (Morning)at Brooklyn CampusInstructed by Song, Yeseul

Collective Narrative (IMNY-UT 286)

This two-point workshop is centered on the examination and creation of collective storytelling environments. We will examine a wide-range of storytelling spaces including participatory and user-generated environments, site-specific works, community based arts practices, and transmedia storytelling. Weekly assignments, field trips, and student presentations.

Interactive Media Arts (Undergraduate)
2 credits – 8 Weeks

Sections (Spring 2022)


IMNY-UT 286-000 (22301)01/24/2022 – 03/21/2022 Fri9:00 AM – 11:00 AM (Morning)at Brooklyn CampusInstructed by Petit, Marianne

Paper Art: History & Practice (IMNY-UT 246)

Beginning with the invention of paper, the paper craft movement has roots on all continents. This course is divided into several subject areas: the history of paper and paper making, paper folding, paper cutting, paper engineering, paper automata, and the contemporary DIY electronics and paper craft moment. Each subject area has associated readings, a short research presentation on international traditions and forms, several hands-on mechanical exercises, and one individual creative exercise.

Interactive Media Arts (Undergraduate)
2 credits – 7 Weeks

Sections (Spring 2023)


IMNY-UT 246-000 (21988)03/24/2023 – 05/05/2023 Fri9:00 AM – 12:00 AM (Morning)at Brooklyn CampusInstructed by Petit, Marianne