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COMM 260

Games as Social Technology

Communication

3 credit hoursUsually offered: Fall, Spring
Avg GPA
3.34
Easiness
3.40
Total regs
95

Grade Distribution

Fall 2022–Fall 2025 · Percentages use A–F and W outcomes

Avg GPA
3.34
A
55.8%
53
B
30.5%
29
C
8.4%
8
D
2.1%
2
F
2.1%
2
W
1.1%
1
A–F + W
95
Other outcomes
0
All registrations
95

Quick Insights

Avg GPA
3.34
Easiness
3.40
C or better
95.7%
Among A–F outcomes
D or better
97.9%
Among A–F outcomes
Withdrawal rate
1.1%
Among A–F and W outcomes
Most common grade
A
Letter grades only
Outcomes counted
95
A–F and W outcomes

COMM 260 by Professor

Ranked by historical GPA for 2024SP–2026SP · A–F outcomes only · minimum 20 graded outcomes

#1
Kim, Do Own
3.33
RMP
5.0
1 reviews
Graded
45
Total regs
45
#
Professor
Avg GPA
Student rating
Graded
Total regs
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Kim, Do Own

Top GPA signal with 45 grades.

Avg GPA 3.33Open profile →
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About This Class

Games as networked and collaborative technologies. Focus on community building and interaction; the social impact of gaming; use of gaming technologies for communication; representation in gaming. Course Information: Prerequisite(s): Completion of the English Composition requirement.

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Methodology
1
Kim, Do Own
3.33
5.0 (1)
45
45