Module Descriptors
NEW DEVELOPMENTS IN GAMES
GAME50424
Key Facts
School of Digital, Technologies and Arts
Level 5
15 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 24
Independent Study Hours: 126
Total Learning Hours: 150
Assessment
  • 3 x 500 word blogs, 1 x 500 word press release weighted at 60%
  • Essay (1000 words) weighted at 40%
Module Details
INDICATIVE CONTENT
This module will look at new developments in computer games, from a variety of perspectives, including technology advances, market developments, gameplay evolutions and the impact of cultural advancements on the Computer games Industry.

As computer games mature as a form of entertainment and gameplay elements filter into everyday life this module will continually look at the future developments to look forward to and consider.

Classes will include analysing case studies and lively debate and discussion.
LEARNING STRATEGIES
1 x 2hr interactive lecture / seminar
RESOURCES
Projector
TEXTS
Steven Johnson (2006). Everything Bad is Good for You: How Popular Culture is Making Us Smarter. Penguin

Kerr, Aphra. (2006). The business and culture of digital games : gamework/gameplay. London,Sage

David D. Friedman (2011). Future Imperfect: Technology and Freedom in an Uncertain World. Cambridge University Press.

Lawrence R. Samuel (2010). Future: A Recent History. University of Texas Press.

LEARNING OUTCOMES
1. DEMONSTRATE KNOWLEDGE AND CRITICAL UNDERSTANDING OF THE WELL-ESTABLISHED CONCEPTS, PRINCIPLES AND THEIR DEVELOPMENT IN RELATION TO NEW DEVELOPMENTS IN GAMES
[Knowledge and Understanding]

2. DEMONSTRATE KNOWLEDGE OF THE MAIN METHODS OF ENQUIRY IN FORECASTING DEVELOPMENTS IN GAMES
[Enquiry]

3. USE A RANGE OF ESTABLISHED TECHNIQUES TO INITIATE AND UNDERTAKE CRITICAL ANALYSIS OF ANY INFORMATION PERTAINING TO PROPOSED NEW DEVELOPMENTS.
[Analysis]

4. COMMUNICATE EFFECTIVELY INFORMATION AND ARGUMENTS IN A VARIETY OF FORMS, TO SPECIALIST AND NON-SPECIALIST AUDIENCES, AND DEPLOY KEY TECHNIQUES OF THE DISCIPLINE EFFECTIVELY, WHILE DISCUSSING DEVELOPMENTS IN MARKET TRENDS AND TECHNOLOGY
[Communication]
Module Additional Assessment Details
1. 60%
3 x 500 word blogs looking at current gaming news
1 x 500 word Press Release on a future events
Learning Outcomes [1,3]

2. 40%
1000 word Essay on a Future Development in the Games Industry the you see emerging in the next 5 years - This should be evidence based and include correctly formatted references where appropriate.

Learning Outcomes [2,4]
Web Descriptor
As computer games mature as a form of entertainment and gameplay elements filter into everyday life this module will continually look at the the media cycle surrounding the games industry to look forward to and consider how games are reflected in the press. Classes will include analysing case studies and lively debate and discussion.