Module Descriptors
COMMUNITY MANAGEMENT EVENTS
GAME60516
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: Jaimie Ditchfield
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • Group Work weighted at 40%
  • Individual Portfolio weighted at 40%
  • Individual Reflective Diary - 3000 words weighted at 20%
Module Details
Module Learning Outcomes
1. DEMONSTRATE THOROUGH CRITICAL KNOWLEDGE AND UNDERSTANDING OF THE PRACTICAL AND THEORETICAL ASPECTS OF GAMES COMMUNITY MANAGEMENT, EVENTS PLANNING AND ACTIVATION. Knowledge & Understanding

2. DEMONSTRATE FLUENCY WITH THE MATRIX OF CONSIDERATIONS IN GAMES COMMUNITY MANAGEMENT AND EVENTS PLANNING AND ACTIVATION.
Learning

3. DEMONSTRATE RESOLVE, DISCIPLINE AND A CAN-DO ATTITUDE IN REFINING ACTIONS AND PRODUCTS. Problem Solving

4.DEMONSTRATE SOPHISTICATED USE OF APPROPRIATE SKILLS, SOFTWARE, TECHNIQUES AND KNOWLEDGE.
Application

5.CRITICALLY INTERROGATE PERFORMANCE, RECOGNISE AND ADDRESS SHORTCOMINGS AND BUILD ON STRENGTHS.
Reflection
Module Additional Assessment Details
Group Work – students to work in groups on a games community management event. LO1 and 2
Individual Portfolio of assets. LO 3 and 4
Individual Reflective diary – 3000 words. LO 5
Module Indicative Content

Building upon the work set-up fundamentals of community management (L4) and analytics and beyond (L5), this module will focus on putting learning into practice. Students will get to work on a games community management campaign and event.

This module looks at planning, managing and implementing community management events. It provides an intensive period of independent study in which you will produce a substantial body of work appropriate to the skills of planning, managing and implementing community management events. The opportunities to work for events, developers, publishers and other games outlets are extremely wide and you are encouraged to choose a mode of working which fits your career aspirations. Possibilities may include setting up a real-world or online gaming event for a specific community, working on a live esports event, working with a developer on an exclusive pre-launch community event, working with a publisher on a launch event specifically for the community rather than consumer facing.

The module includes industry facing elements, professional portfolio preparation and development of industry required skills at its core.

Module Learning Strategies
Interactive sessions totalling 72 hours, involving planning sessions in groups, technical sessions producing digital content and feedback and critiquing sessions. Students will also run and one day event and visit Games industry events
Module Texts

Fill, Chris, Turnbull, Sarah, Marketing Communications: Discovery, Creation, Conversations (London: Pearson, 2016)
Theaker, Alison, The Public Relations Handbook (London, Routledge)
Tench, Ralph and Yeomans, Liz, Exploring Public Relations, Third edition (Harlow, Pearson, 2014)
Gamesindustry.biz
MCV
Plus case studies looking at EGX, Rezzed, E3, Gamescom etc.

Module Resources
University library: 24/7 access, for books, journals (PR Week and www.prweek.com a recommended window to the industry) and electronic resources including access to www.cipr.co.uk the industry-standard and professional portal for PR practitioners.

Blackboard: 24/7 access online, for course information, notes, links to publications and updates.

The Media Centre: Editing suites and studios and free loans of all equipment including audio kit, video and stills cameras.

This programme will be supported by:
- Regular (optional) UK Games Festival visits / events
- Visiting Lecturer programme of events
Module Special Admissions Requirements
Pre-requisites Fundamentals of Community Management (L4), Building and Developing Gaming Communities (L5)
Web Descriptor
This module looks at planning, managing and implementing community management events. It provides an intensive period of independent study in which you will produce a substantial body of work appropriate to the skills of planning, managing and implementing community management events. The opportunities to work for events, developers, publishers and other games outlets are extremely wide and you are encouraged to choose a mode of working which fits your career aspirations. Possibilities may include setting up a real-world or online gaming event for a specific community, working on a live Esports event, working with a developer on an exclusive pre-launch community event, or working with a publisher on a launch event specifically for the community rather than a consumer.