Module Learning Outcomes
1. EXPLORE THE APPROPRIATENESS OF THE RANGE OF PRACTICAL AND THEORETICAL TOOLS IN RESEARCH, PLANNING AND PRODUCTION
Enquiry
2. THINK CREATIVELY WHILE MAINTAINING FOCUS ON OUTCOMES AND RESOURCES.
Analysis
3. COMMUNICATE LOGICALLY, THOROUGHLY AND PROFESSIONALLY IN REQUIRED MODES AND FORMATS. Communication
4.DEMONSTRATE A REFLECTIVE AND SOPHISTICATED USE OF APPROPRIATE SKILLS, TECHNIQUES AND KNOWLEDGE.
Application
Reflection
Module Additional Assessment Details
The Assessment is to produce a real-world games PR campaign and produce a PR proposal that hits the client brief. This will include producing an insight-driven proposal that showcases your skills in devising a PR strategy, generating creative content and ideas, working to a set budget and specific time period. The project or initiative will be researched, planned, carried out, assessed and evaluated by the individual student themselves. This will be professional pitched to the client.
Portfolio of creative content LO 1, 4
Campaign Overview LO 2
Reflective Diary LO 4
Professional PR Pitch LO 3
Module Indicative Content
Students adapt the skills learnt in level 4 and 5 to develop, plan, implement and manage a substantial professional games PR campaign.
Building upon your understanding of what games PR is at level 4 and expanding this by going behind-the-scenes to look at PR operations now and in the future at level 5, you will now move from research and analysis into the world of games PR, to acting as a games PR practitioner yourself. In this module you will draw upon your academic, industry and independent research and will put this into practice by sourcing a live games PR brief to work on and planning, managing and implementing a real-world games PR project. This module provides an intensive period of independent study in which you will produce a substantial body of work appropriate to the skills of games PR practitioner. The aim of the module is for students to work on a real-world games PR campaign and produce a PR proposal that hits the client brief. This will include producing an insight-driven proposal that showcases your skills in devising a PR strategy, generating creative content and ideas, working to a set budget and specific time period. The project or initiative will be researched, planned, carried out, assessed and evaluated by the individual student themselves. This will be professional pitched to the client.
Taught lectures in semester one will prepare students for the assessment. They will include devising a look at big PR launches, stunts and 360 PR campaigns, devising a PR strategy, understanding competitor analysis, creating ‘earned’ and ‘owned’ social media opportunities, approaching a live brief, putting together a budget and timeline, creating a coverage report. The syllabus will focus on career enhancement - the module is designed to draw together all the elements of the award as a final calling card to succeed in getting a job in the games industry or a place on a postgraduate programme. Guidance will be available from your allotted project supervisor who will provide tutorial support until the project is completed. The focus throughout is on producing work to a professional industry standard.
Module Learning Strategies
Interactive sessions totalling 72 hours, Lecturers, Tutorials and technical sessions producing digital content and feedback and critiquing sessions.
Module Texts
Singleton, Alex, The PR Masterclass: How To Develop A Public Relations Strategy (London: John Wiley & Sons, 2014)
Gregory, Anne "Strategic Public Relations Planning and Management" p. 145 - 167 in Tench, Ralph and Yeomans, Liz, Exploring Public Relations, Third edition (Harlow, Pearson, 2014)
McCoy, Mairead, "Measurement and evaluation" p. 219 in Theaker, Alison, The Public Relations Handbook (London, Routledge).
Meerman Scott, David, The New Rules of PR and Marketing (London: John Wiley & Sons; 6th edition: 2017).
Goggin, G., & Hjorth, L, The Routledge Companion To Mobile Media (London: Routledge: 2014)
Anderson, C, Imagined Communities (London: Verso, 1983).
Curran, J, ‘Reinterpreting The Internet’ in Misunderstanding The Internet (London: Routledge)
Mashable
Digital Buzzblog
The Webby Awards
The Shortys
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.
Module Special Admissions Requirements
Pre-requisites Games PR: Thinking 360 (L4), Future Games PR (L5)
Web Descriptor
Within this module you will move from research and analysis into the world of games PR, to acting as a games PR practitioner yourself. In this module you will draw upon your academic, industry and independent research and will put this into practice by sourcing a live games PR brief to work on, as well as planning, managing and implementing a real-world games PR project. This module provides an intensive period of independent study in which you will produce a substantial body of work appropriate to the skills of games PR practitioner. The aim of the module is for students to work on a real-world games PR campaign and produce a PR proposal that hits the client brief. This will include producing an insight-driven proposal that showcases your skills in devising a PR strategy, generating creative content and ideas, working to a set budget and specific time period. The project or initiative will be researched, planned, carried out, assessed and evaluated by the individual student themselves. This will be professionally pitched to the client.