INDICATIVE CONTENT
During the lecture, the students will be introduced to video games scholarship from an industry grounded perspective. Specifically, we will cover how the video games industry evolved, and the roles and practices that exist. At the end of this lecture series, a student should be able to enter a professional video games studio and understand the environment. We will also look at the industry through a critical lens exploring key topics such as gender, ethics, and the societal impact of games. The first four lectures of this series will provide the context for assignment 1.
During the first workshop of the week students will work in groups developing and applying key transferable study skills. Each week will present a task grounded in context from the video games industry that the students will need to solve as a group. These will involve elements of research, critical thinking, analysis, and other key transferable skills critical for the development of proactive learning. The intention of this session is to support students in the development of new transferable skills while also supporting them in the recognition of their strengths and areas for individual development.
In the second workshop of the week will be a combinational session combining a guest lecture, and reflective exercise. The combination of these reflective exercises will result in the completion of Assignment 2. This workshop will bring in individuals with an understanding of the video games industry to talk students through the various career routes that exist, and the skills required in those domains. During the reflective exercises, students will be asked to critically reflect on the information they have been provided, both individually and as a group.
ADDITIONAL ASSESSMENT DETAILS
For Assignment 1 the students will write a reflection on their field of study with a critical lens. Examining its practices, and the current state of the industry (LO1). They will also reflect on why they chose to study their specialism, and how they arrived at Staffordshire University. The reflective essay documents the student's career journey and provides a grounding for career planning (LO3).
For assignment 2, the student will write a career plan, from their perspective as games developers in training. The students will be asked to critically evaluate, and evidence their strengths and areas for improvement. The student should work closely with their academic mentor in the construction of the plan, and detail how they will use this throughout the academic year, and into Level4 (LO2, LO3).
LEARNING STRATEGIES
The six hours a week will be split in the following ways.
2 Hours Per Week
Lecture
2 Hours Per Week
Workshop 1
2 Hours Per Week
Workshop 2
LEARNING OUTCOMES
1. Define the common roles and practices of the professional video games industry.
Knowledge and Understanding.
2. Demonstrate an understanding of the key transferable skills required to support learning in HE.
Learning.
3. Demonstrate self-reflection and action planning related to video games scholarship.
Reflection.
REFERENCE TEXTS
Break Into The Game Industry: How To Get A Job Making Video Games, Ernest Adams, McGraw-Hill, 2003
Video Games: An Introduction to the Industry (Creative Careers), Blossom and Funning, Fairchild Books, 2015
The Reflective Practitioner: How Professionals Think in Action, Schon, Routledge, 1991
WEB DESCRIPTOR
The games industry is a melting pot of different creative and technical roles. In this module, you will begin your journey as a games developer in training, understanding the roles and career opportunities within the games industry and beyond. You will also be exposed to the reality of the industry, exploring the ethical, economic, and societal impact of games. We will also support you in the creation of a career action plan, helping you to develop as an independent learner.