WM9M6-30 Fundamentals of Games Research, Development and Management
Introductory description
This module equips participants with fundamental knowledge of the managerial and research aspects of gaming. Practical guidance on how to conduct an academically-sound and technically-sound research project by exploring the key elements of good academic and research practice will be provided. It also provides a practical understanding of the major research methods and techniques used in technical project, project planning and business implications. It provides students with an understanding of current game development roles and how their work will be aligned and support such roles.
Module aims
This module will give students an academic grounding in research methods and an in-depth knowledge of the opportunities, challenges, trends and issues facing the field of games engineering.
Outline syllabus
This is an indicative module outline only to give an indication of the sort of topics that may be covered. Actual sessions held may differ.
Introduction to the research process;
Understanding and completing a literature review, focusing on the four key
stages: searching, synthesising, evaluating and writing;
Critical thinking;
Project planning and management;
Study skills to undertake a technical project;
An introduction to the structure and form of an academic document and technical reports;
Generating a Research Outline;
Key drivers, players, standards and road maps driving the industry;
Current opportunities, challenges, trends and issues faced by the gaming industry.
Learning outcomes
By the end of the module, students should be able to:
- Apply critical thinking techniques and suitable methods to the process of reviewing research and academic writing
- Conduct an in-depth critical review of relevant research literature in a chosen area of games technology
- Independently design and develop a game project that applies and critically evaluates relevant tools and technologies
- Critically evaluate the opportunities, challenges, and professional roles within the game development industry, drawing on insights gained through the development process and relevant research
- Critically evaluate the state of the art in games technology with reference to both current research and practical implementation
- Identify directions for future research and development in games technology, informed by critical review and project development
Research element
Research element will be around research methodologies which constitutes a significant part of this module. Students will be expected to search the literature for adequate publications, be able to summarise and present them. They will be able to analyse the work critically and develop their own research strategies. and implement these into a vertical slice of a game.
Interdisciplinary
This module equips participants with practical guidance on how to conduct an academically sound and technically robust research project by exploring the key elements of good academic and research practice. It also provides a
practical understanding of the major research methods and techniques used in project work along with the core
concepts in developmental research and the related business aspects with the gaming industry.
Subject specific skills
Within the research fields around gaming technologies. Students will learn to :
Make appropriate use of academic and professional resources.
Communicate ideas, principles and theories effectively in written form.
Search appropriate literary sources and databases for relevant information.
Read academic texts critically and effectively.
Construct and present bibliographies and references.
Develop an academic writing style.
Develop game systems based on exising research.
Transferable skills
Critical thinking: Recognise patterns, themes and key messages from sometimes confused and incomplete data | |
Make informed decisions on the value of a range of sources allowing an evidence-based conclusion based on this
analysis
Communication- Verbal: Communicate orally in a clear and sensitive manner which is appropriately varied
according to different audiences.
Written: Present arguments, knowledge and ideas, in a range of formats | | Active listening: questioning, reflecting, summarising.
Information literacy (research skills):
Critical awareness of how information is gathered, used, managed and synthesised.
Understanding of the relative value of different sources and the importance of provenance.
The systematic collection, analysis and evaluation of information in the investigation of a topic.
An understanding of how industry develops around a specific technology and how business and management models are applied.
Study time
Type | Required |
---|---|
Lectures | 38 sessions of 1 hour (13%) |
Practical classes | 22 sessions of 1 hour (7%) |
Online learning (independent) | 15 sessions of 1 hour (5%) |
Other activity | 50 hours (17%) |
Private study | 55 hours (18%) |
Assessment | 120 hours (40%) |
Total | 300 hours |
Private study description
Wider reading around the state-of-the-art in game development and related research areas, exploring contemporary tools, technologies, methodologies, and academic literature.
Other activity description
Investigation into and prototype implementations of game technologies
Costs
No further costs have been identified for this module.
You must pass all assessment components to pass the module.
Assessment group A1
Weighting | Study time | Eligible for self-certification | |
---|---|---|---|
Assessment component |
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Critical review | 40% | 48 hours | Yes (extension) |
Critical review of a selection of modern game technologies |
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Reassessment component is the same |
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Assessment component |
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Game project | 60% | 72 hours | Yes (extension) |
Design and develop a vertical slice of a game that incorporates insights and findings from their critical review of relevant research |
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Reassessment component is the same |
Feedback on assessment
Written feedback for the both components.
There is currently no information about the courses for which this module is core or optional.