Module Learning Outcomes
1. DEMONSTRATE THE ABILITY TO CREATE WELL CONSIDERED PLANNING DOCUMENTS FOR SOCIAL MEDIA PLATFORMS.
Learning
2. USE CRITICAL THINKING TO SOLVE PROBLEMS RELAING TO THE CREATION OF DIGITAL CONTENT Problem Solving
Reflection
3. COMMUNICATE FINDINGS ACCURATELY, CONCISELY, LOGICALLY AND THOROUGHLY WITH CONSIDERATION OF PR'S POTENTIAL AND CONSTRAINTS NOW AND IN THE FUTURE
Communication
4.CREATE A PORTFOLIO OF APPROPRIATE DIGITAL CONTENT.
Application
Module Indicative Content
This is a work in practice module that builds upon the introductory module in content creation for games communities to set in a live professional working environment. Students will be set live social media briefs each work and will need to work in a professional manner to produce engaging content for a variety of social media platforms, including, but not limited to, Twitch, Snapchat, Instagram, Facebook, Twitter, Reddit, YouTube, Vine, Vimeo and others.
This module puts the student in the shoes of a content creator for the Games industry, giving them the skills to create ground-breaking content for a live brief and having the ability to adapt their ideas to different social platforms based on an understanding of the different demographics and platform tools – such as a filter idea for Snapchat or a piece of live-streamed content for Twitch. The module will have a specific focus on creating games content for ‘owned’ and ‘earned’ social media such as a developer or publishers ‘own’ social media channels and through striving for ‘earned’ opportunities with media partners, third-parties, influencers, talent and other ‘earned’ opportunities.
By examining ground-breaking social media campaigns for Games and entertainment, students will cover the following areas:
• Owned Social Media: content and networks that you as a Games company control, examining and targeting existing Games communities and followers.
o ‘Owned’ social content on Twitter, Facebook, Instagram, Twitch, Snapchat amongst other social channels
o Games Communities on Social media
o The role of social media influencers in Games communities
o fan pages for Games
o Using apps for social media content
• Earned Social Media: content that comes as the result of your efforts to create awareness, on channels you don’t own.
o Media partnerships
o Celebrity / talent partnerships
o Influencer outreach
o Third-parties
From a technical perspective students will gain advanced technical skills in Adobe Photoshop and Premiere Pro.
Module Learning Strategies
Developing an advanced knowledge and understanding of content creation for social media.
30 x 1hr interactive sessions
18 x 1hour technical sessions to learn how to create content for a variety of social media channels.
Module Texts
Adobe Digital Trends Report
The Drum - www.socialbuzzawards.com/
The Webby Awards - https://www.webbyawards.com/
Mashable Shorty Awards - www.socialbuzzawards.com/
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.
Software resources: Adobe Photoshop, Premiere Pro, Da Vinci.
Module Special Admissons Requirements
Pre-requisites Games Content Creation: Communities
ASSESSMENT DETAILS
Portfolio to include 6 piece of content creation with two being written pieces LO 2 and 4
Web Descriptor
This module puts the student in the shoes of a content creator for the games industry, giving them the skills to create ground-breaking content for a live brief and having the ability to adapt their ideas to different social platforms based on an understanding of the different demographics and platform tools, such as a filter idea for Snapchat, or a piece of live-streamed content for Twitch. The module will have a specific focus on creating games content for owned and earned social media, such as a developer or publishers own social media channels and through striving for earned opportunities with media partners, third-parties, influencers, talent and other ‘earned’ opportunities.