Module Descriptors
INDUSTRY TRENDS AND INNOVATIONS
GDEV70035
Key Facts
Digital, Technology, Innovation and Business
Level 7
30 credits
Contact
Leader: Matthew Syrett
Hours of Study
Scheduled Learning and Teaching Activities: 12
Independent Study Hours: 288
Total Learning Hours: 300
Assessment
  • PROJECT PROPOSAL INCLUDING ETHICS FORM - 1200 WORDS weighted at 20% - Learning outcome(s) assessed: 1,3
  • INDUSTRY-FOCUSED WHITE PAPER - 4800 WORDS weighted at 80% - Learning outcome(s) assessed: 2,4
Module Details
LEARNING OUTCOMES
1. Critically evaluate current and emerging industry trends by integrating academic research and industry insights to identify innovation and strategic growth opportunities. Knowledge & understanding

2. Integrate solutions to industry challenges by integrating multidisciplinary perspectives, professional networks, and evidence-based approaches to drive meaningful change. Application & problem-solving

3. Demonstrate advanced understanding of frameworks shaping industry developments by explaining their implications for professional practice, organisational change, ethical considerations, and collaborative production within the contemporary games industry. Critical reasoning & collaboration

4. Construct a professional narrative by assessing your personal and organisational readiness for innovation and positioning yourself as an agent of change within your field. Personal development & entrepreneurship
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - Project Proposal Including Ethics Form

In the proposal, students will critically evaluate a current or emerging industry trend to establish a clear and justified focus for the white paper. Students will synthesise academic literature, industry research and professional insight to identify a significant challenge or opportunity that warrants systematic investigation.
Students will design and justify a structured research approach appropriate to the context, outlining the rationale, initial critical analysis and selected methodology. Ethical considerations must be identified and addressed where applicable. The proposal should demonstrate research-informed judgement, awareness of limitations, and the viability of the chosen direction for further development within the final industry-focused white paper.

Assessment Component 2 - Industry-focused white paper The white paper primarily assesses the application of research-informed insights to industry challenges and the articulation of students’ professional positioning as agents of innovation and change. Students will undertake a structured and critical investigation of a contemporary industry issue, informed by a systematic review of relevant academic literature, industry reports and professional sources.

Students will analyse and synthesise these sources to identify key challenges and opportunities, developing evidence-based conclusions. They will propose justified solutions that integrate theoretical frameworks with practical and professional considerations, demonstrating a critical understanding of how industry developments, organisational needs and professional practices interact.

The paper should conclude with a reflective and forward-looking discussion that evaluates the implications of the findings for industry practice and articulates how the work informs students’ ongoing professional development and future contribution to the sector.

MA Award Alignment For MA students, assessment emphasises critical engagement with industry trends through creative, cultural or design-led perspectives, supporting innovation, authorship and reflective professional positioning.

MSc Award Alignment For MSc students, assessment emphasises analytical evaluation of industry trends through technical, computational or data-informed perspectives, supporting innovation, optimisation and evidence-based professional decision-making
INDICATIVE CONTENT
Throughout this module, you will thoroughly explore current and future trends within your field, identifying opportunities for innovation and growth in your role and organisation. The key output will be an industry-focused white paper that offers a comprehensive literature review, blending academic research with industry insights. This module encourages you to engage with wider professional networks, including thought leaders, corporate research, and emerging best practices. Rather than being theoretical, your research is intended to be directly applicable, helping you position yourself as a forward-thinking disruptor and professional capable of driving change within your industry.

You will learn to:
Understand academic and industry research principles, ensuring a structured and well-informed approach. Navigate the ethical approval process, critically evaluating the ethical considerations relevant to your project.
Experiment with new ideas and methodologies, identifying opportunities for innovation and growth within your role and organisation.
Synthesise academic theories with real-world industry insights, ensuring your work is both theoretically robust and practically applicable.
Critically assess your research process, methodologies, and conclusions by reflecting on the impact of your findings on your field.
WEB DESCRIPTOR
This module challenges you to explore and analyse emerging trends shaping the future of the games industry. Through a combination of academic research and industry insights, you will identify opportunities for innovation and professional growth within your chosen specialism. A key outcome of this module is the creation of an industry-focused white paper that presents a comprehensive literature review integrating theoretical understanding with practical applications. You will engage with thought leaders, corporate research, and evolving best practices, ensuring your work remains relevant and impactful.
LEARNING STRATEGIES
Most of your time will be spent in self-managed learning. You will be expected to manage the project by using a suitable project methodology and use this to manage your time and reflect on your progress.

An important part of the learning strategy is the direct one-to-one supervision of your project by a supervisor. Contact hours would typically be 60 minutes per week.
TEXTS
Drachen, A., Mirza-Babaei, P., & Nacke, L. (Eds.). (2018). Games User Research.

Lankoski, P., & Bjork, S. (2015). Game research methods: An overview. Morrisville, NC: Lulu.com.

Bromley, S. (2021). How to be a games user researcher. Independently Published.

Gray, D. E. (2021). Doing research in the real world (4th ed.). Christchurch, New Zealand: Sage

Burke, B. (2014). Gamify: How Gamification Motivates People to Do Extraordinary Things. Routledge.
RESOURCES
Course Specific
Reference to the Module welcome page for study guidance.
Access to University of Staffordshire library
Access to internet sources through University of Staffordshire library.
Provision, as appropriate, of case materials by tutor and/or external organisations.
The Blackboard virtual learning environment will be available to support this module.
Details will be supplied on the Module Welcome page.

Software
Games Development Software (Autodesk, Creative Suite, Blender, ZBrush, SpeedTree, Substance Suite)
Game Engine Software (Unreal Engine, Unity, etc
Image Editing Software (Photoshop, Krita, etc)
Video Editing Software (Adobe After Effects, etc)
Simulation Software (Houdini, Marvellous Designer)
Photogrammetry Software, e.g. Meshroom
Suitable IDE (Visual Studio, Rider, etc).
Microsoft Office
Digital Academy Forum
Digital Academy Upload Syste