Texts
Kline S. (2003). Digital Play, The Interaction of technology, Culture, and Marketing, USA: McGill-Queen's University Press
Michael D. (2003). The Indie Game Development Survival Guide, USA: Charles River Media
Kohler C. (2005). Power Up: How Japanese Video Games gave the world an extra life, USA: Brady Games
AdWeek archives
Video game marketing 2.0, ANDROICH, ALICIA, Marketing Magazine. 12/17/2012, Vol. 117 Issue 18, p45-46. 2p.
Computer Game Marketing Bias, Melissa Chaika, Crossroads - Special issue on computer games, Volume 3 Issue 2, December 1996
Casual Games, Serious Marketing, Quinton, Brian, PROMO (Danbury, Conn.), Date: 01.01.2009, Volume: 22 Issue:1 Page:8
Assessment Details
Practical coursework which will include research on the marketing practices employed within a modern game industry environment, insights about the marking practices employed by games studios, publishers and developers, planning a marketing strategy for a real world game development scenario. (Learning Outcomes 1, 2, 3 and 4) 100% weighting
Web Descriptor
This module explores the marketing elements of the computer game industry. Students will look at topics such as how the game industry works, marketing independent games, as well as designing a marketing strategy.