Module Descriptors
GAMES PR: THINKING 360
JOUR41027
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Danielle Booker
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • Research informed presentation or poster - 2000 words weighted at 100%
Module Details
Module Learning Outcomes
1. DEMONSTRATE KNOWLEDGE AND UNDERSTANDING OF GAMES PR.
Knowledge and Understanding

2. EXAMINE GAMES PR CASE STUDIES.
Learning

3. SOLVE PROMLEMS USING PROACTIVE, REACTIVE AND CRISIS COMMUNICATIONS IN GAMES PR. Problem Solving

4.COMMUNICATE EFFECTIVELY THE CONCEPT OF “THINKING 360” THROUGH GAMES PR CASE STUDIES. Communication

5.DEMONSTRATE ACCURATE USE OF APPROPRIATE SKILLS IN ANALYSING A PR CAMPAIGN. Application
Module Additional Assessment Details
A research informed presentation or poster on a 360 reactive, crisis or proactive PR campaign
2000 words
100%
Module Indicative Content
Introduction to Games PR showcasing what games PR is and how games PR compliments the wider games marketing mix. The module will focus on the history of the PR industry, drawing on academic and industry research to highlight how games PR practitioners work today. This will include a fundamental look at how PR is different to games marketing and analysis of key introduction to the life of a games PR specialist, looking at working with journalists, generating games PR exclusives, media relations, PR surveys, demoing games, first-look, character reveals, previews and reviews, the mailer, games PR press packs and digital asset packs. The module will showcase how games PR campaigns are 360 today, crossing different media channels and blending traditional and digital PR techniques.

During the module you will also get the opportunity to meet leading PR professionals from the games industry who will come in to give a PR masterclass and set a live brief for you to brainstorm creative ideas for. This is a once in a lifetime opportunity to showcase your creativity, knowledge and love of games
Module Learning Strategies
Develop an advanced knowledge and understanding of the demands of Games PR.

24x3hrs sessions which will include but not be limited to visits from PR professionals from the games industry who will give a PR masterclass and set a live brief for students to brainstorm creative ideas for.
Module Texts
Roberts-Bowman, Sarah, ‘What Is Public Relations?’ in Theaker, Alison, The Public Relations Handbook (London, Routledge).
Lindgren, Simon, Digital Media & Society (London: Sage: 2017).
Strachan, Judy and Kelley, Neil, "Integrated Marketing Communications" in in Tench, Ralph and Yeomans, Liz, Exploring Public Relations, Third edition (Harlow, Pearson, 2014).
Fawkes, Johanna, "Public Relations, propaganda and the psychology of persuasion" p. 195 - 213 in Tench, Ralph and Yeomans, Liz, Exploring Public Relations, Third edition (Harlow, Pearson, 2014).
Berger, Jonah, Contagious: How to build word of mouth in the Digital Age (London: 2013).
Petersen, Natalie, "11 Social Media Trends To Watch For In 2018" https://www.meltwater.com/blog/11-social-media-trends-to-watch-out-for-in-2018.

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

Web Descriptor
This module acts as an introduction to Games PR, showcasing what games PR is and how games PR compliments the wider games marketing mix. The module will focus on the history of the PR industry, drawing on academic and industry research to highlight how games PR practitioners work today. The module will showcase how games PR campaigns are 360 today, crossing different media channels and blending traditional and digital PR techniques.