Module Descriptors
GAMES CONTENT CREATION: LIVE
JOUR60661
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
  • Porfolio of work weighted at 50%
  • Reflective Diary - 3000 words weighted at 50%
Module Details
Module Learning Outcomes
1. DEMONSTRATE A THOROUGH AND CRITICAL KNOWLEDGE AND UNDERSTANDING OF THE PRACTICAL AND THEORETICAL ASPECTS OF GAMES CONTENT CREATION IN A LIVE ENVIRONMENT
Knowledge and Understanding

2. DEMONSTRATE A CRITICAL ANALYSIS OF THE ELEMENTS NEEDED SPECIFICALLY IN THE CEXECUTION OF GAMES LIVE EVENTS
Analysis

3. THINK CREATIVELY TO DEVELOP A COMMUNITY MANAGEMENT STRATEGY THAT IS INSPIRED BY AN INSIGHT-DRIVEN APPROACH AND BASED ON ANALYTICS AND ‘OWNED’, ‘EARNED’ AND COMPETITOR ANALYSIS
Problem Solving

4. APPLY EXTENSIVE TECHNICAL AND STRATEGIC KNOWLEDGE TO A LIVE EVENT SCENARIO Application

5 DEMONSTRATE CRITICAL REFLECTION ON BEST PRACTICE AND LATEST RESEARCH IN THE EMERGING FIELD OF DIGITAL AUDIENCES AND DIGITAL CULTURES
Reflection
Module Additional Assessment Details
Portfolio of work including content calendar / event / assets (video / photo / digital) to showcase the ability to plan, manage and implement creative content. LO 1, 3 and 4

A Reflective Diary including a Community Management Strategy. LO 2, 3 and 5
Module Indicative Content

Building upon the work set-up content creation for communities and content creation for social media, this module will enable students to put their key learnings into practice on a real-world project.

This module looks at the live project element of community management. It provides an intensive period of independent study in which you will produce a substantial body of work appropriate to the skills of games content creation for a live project. 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 working on a live brief or live project which will be focused on creating content to build a community for a games launch, event, or working in a project for a developer to create content that helps to keep momentum on via their communities and social outlets in-between releases. You will develop a community management strategy that is inspired by an insight-driven approach and based on analytics and ‘owned’, ‘earned’ and competitor analysis. You will create portfolio of work including content calendar / event / assets (video / photo / digital) to showcase your ability to plan, manage and implement creative content. You will draw upon academic work / leading researchers in this field to reflect on your content and discuss best practice and latest research in the emerging field of digital audiences and digital cultures, specifically relating to communities, social media and influencer content creation.

Module Learning Strategies
Interactive sessions totalling 72 hours, Lecturers, Tutorials and technical sessions producing digital content and feedback and critiquing sessions.
Module Texts
PRweek.com
Campaignlive.co.uk
Digitalbuzzblog
Mashable
The Drum
Adobe Trend Report
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.

Web Descriptor
This module looks at the live project element of community management. It provides an intensive period of independent study in which you will produce a substantial body of work appropriate to the skills of games content creation for a live project. 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 working on a live brief or live project which will be focused on creating content to build a community for a games launch event, or working in a project for a developer to create content that helps to keep momentum going via their communities and social outlets in-between releases.