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WM9M6-30 Fundamentals of Games Research, Development and Management

Department
WMG
Level
Taught Postgraduate Level
Module leader
Thomas Bashford-Rogers
Credit value
30
Module duration
35 weeks
Assessment
100% coursework
Study location
University of Warwick main campus, Coventry

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
Critical review 40% 48 hours Yes (extension)

Critical review of a selection of modern game technologies

Reassessment component is the same
Assessment component
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

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.