Module Descriptors
UNDERSTANDING THE COMPUTER GAMES INDUSTRY
LMAC50219
Key Facts
School of Digital, Technologies and Arts
Level 5
15 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 30
Independent Study Hours: 120
Total Learning Hours: 150
Assessment
  • CASE STUDY weighted at 100%
Module Details
ASSESSMENT DETAILS
Case Study (100%)
An individually negotiated case study of a particular sector of the computer games industry, presented to a professional standard in a format suitable for an identified target audience. Depending on your target audience this may be: an essay, report, presentation, blog, podcast, short film or moving image with accompanying audio commentary, or an alternative negotiated with the module leader. Your submission must be representative of 3000 words or equivalent
[Learning Outcomes 1 & 2]

Formative Assessment:
Contribution to discussions, debates and critical reviews in class
Review of draft case study in individually selected format
INDICATIVE CONTENT
The purpose of this module is to gain an understanding of the history of the computer games industry and the ongoing social, political and technological developments that have shaped the industry into the contemporary one we recognise today.

Through this module you will study the many changes the industry has undergone in the last two decades, including new technology, governing legislation, working practices, service providers and the relationship between games and the wider culture of which they form a part. You will consider how these changes have enabled games and media companies to access increasing audiences in emerging ways and the subsequent need for evolving technologies, diverse content, genres and game platform types. You will explore the way in which the digital revolution has facilitated a shift that enables audiences to control media, host media content, and interact and influence the work of media producers. You will examine the dramatic alterations in playing habits and how playing pattern changes are making way for new innovative services and subsequently new opportunities for game developers, producers and designers to distribute and exhibit their creative products.

You will learn how to identify inter-dependencies between various industry sectors and their respective audiences, and how commerce and culture, business and creative ambition combine to produce cultural products that generate meaning and economic value.

The module will enable you to contextualise the industries as they stand today within a broad understanding of the development of mass media, as well as a sense in which your own creative work and career ambitions may fit into future developments. In this you will explore trends, ethics and impact of media products on audiences.

Focussing your attention on a particular aspect of this wider study, you will examine in detail a specific sector within the computer games industry that is of personal interest to you and your anticipated future progression intentions and produce a case study that reflects this exploration and demonstrates a critical understanding of the current industry environment and its impact locally, nationally and globally as appropriate.
LEARNING STRATEGIES
You will develop understanding of the Computer Games Industry through the following strategies:
• Lectures in history, theory, key developments
• Screenings of content
• Interactive game play workshops
• Seminars discussing organisational structures, business opportunity and audiences
• Formative written exercises, workshops, debates and discussions giving an opportunity for tutor feedback
• Library based independent study and research
• Group tutorials
• Individual tutorials
• Guest Speakers
RESOURCES
Video projector / game console(s)
Wide range of games
Seminar room
Internet access / computers
TEXTS
Bissell, T. (2011) Extra Lives: Why Video Games Matter: Vintage Books
Bossom, A. & Dunning B (2015) Video Games (Creative Careers): Fairchild Books
Carr, D. (2006) Computer Games: Text, Narrative and Play: Polity
Gillespie, M. and Toynbee, J. (2006) Analysing Media Texts (Volume 4) (Issues in Culture / Media Studies)
Irish D (2005) The Game Producer’s Handbook: Thompson Course Technology Premier Press
Laramee, F. D. (2005) Secrets of the Game Business: Charles River Media
McGonigal, J. (2012) Reality is Broken: Why Games Make Us Better and How They Can Change the World: Vintage
Nichols R. (2014) The Global Videogames Industry (International Screen Industries): British Film Institute
Raessens J (2011) Handbook of Computer Game Studies: MIT Press
Storey J. (2012) Cultural Theory and Popular Culture: An Introduction: Routledge
Strinati D. (2004) An Introduction to Theories of Popular Culture: Routledge
Vara – Fernandez D. (2014) An Introduction to Game Analysis: Routledge
Zackariasson P. & Wilson T (2014) The Video Game Industry: Routledge;
LEARNING OUTCOMES
1. DEMONSTRATE A CRITICAL UNDERSTANDING OF THE COMPLEX STRUCTURES OF AND INTER-RELATIONS BETWEEN THE VARIOUS SECTORS OF THE COMPUTER GAMES INDUSTRY, INCLUDING INDUSTRY EXPANSION AND DEVELOPMENT AND AUDIENCE BEHAVIOUR.
[Knowledge and Understanding]

2. DEMONSTRATE KNOWLEDGE OF THE MAIN METHODS OF ENQUIRY WHEN EXPLORING THE COMPUTER GAMES INDUSTRY IN HISTORICAL AND CONTEMPORARY CONTEXTS. CARRY OUT DETAILED AND TARGETED EXAMINATIONS OF IDENTIFIED SECTOR TOPICS, CONVEYING EFFECTIVELY YOUR FINDINGS AND CRITICAL OPINIONS.
[Enquiry; Communication]