Bachelor of Arts (BA)

BA Creative and Cultural Industries

An interdisciplinary study of a range of creative and cultural industries, and how they function from theoretical perspectives to practice.
  • Duration: 3 years
  • Year of entry: 2025
  • UCAS course code: W900 / Institution code: M20

Full entry requirementsHow to apply

Course unit details:
Commercialising play: video and online gaming in theory and practice

Course unit fact file
Unit code CCMI30122
Credit rating 20
Unit level Level 3
Teaching period(s) Semester 2
Available as a free choice unit? No

Overview

This course comprehensively explores the theories and practices behind video and online gaming production, including the development and application of intellectual property (IP), and the strategies for product development and commercialisation in the gaming industry. Students will gain practical insights through hands-on assessments and case studies.
 

Aims

The unit aims to:

1. Provide students with a deep comprehension of fundamental theories and concepts underpinning the creation of video and online games, enabling the analysis of their evolution and impact on the industry.
2. Critically evaluate each stage of video game development, from initial concept ideation to the final commercial release, fostering the ability to identify strengths, weaknesses, and potential improvements.
3. Explore the intricate intellectual property (IP) landscape within the gaming realm, examining legal and ethical considerations to develop a nuanced understanding of how IP impacts game creation and distribution.
4. Develop strategic thinking and planning skills for the effective development and subsequent launch of gaming products, considering market dynamics, player engagement, and monetisation strategies.
5. Applying Theory to Practice: Apply theoretical knowledge to practical scenarios, honing problem-solving skills through hands-on assessments and projects that simulate real-world challenges in gaming production and commercialisation
 

Syllabus

Introduction to Video and Online Gaming Production
Game Development Process
Intellectual Property in Gaming
Product Development Strategies
Online Gaming and Multiplayer Dynamics
Commercialisation and Marketing
Case Studies and Practical Assessments
Final Projects and Presentations

Teaching and learning methods

The course will be delivered over 12 weeks through weekly 1-hour lectures and 2-hour seminars (potentially involving field trips and workshop elements).

During the 2-hour seminar sessions, exercises and group work will be proposed and stimulated to support peer learning and proactive critical engagement with the contents.  

Tutorials will offer opportunities for individual feedback and monitoring student progress to support inclusion, alongside weekly office hours for academic advisement. 
 
E-learning: Students will prepare for lectures and seminars through asynchronous content on Blackboard and through e-learning mechanisms such as collaboration tools, online exercises, and self-directed reading guided by spark pages. The use of lecture capture and other recorded materials will support inclusion.

The assessment will ask students to conduct a market analysis, researching top-selling games currently dominating the industry. For each game, they will offer a concise summary, delve into its unique features and USP (unique selling point), pinpoint its target audience, drawing from available data or based on similar game benchmarks. Furthermore, they will identify significant challenges that game developers face in today's landscape and suggest a viable solution for each challenge

Knowledge and understanding

  • Comprehend various game genres, platforms, and the roles played by different stakeholders in the video and online gaming industry.
  • Gain an in-depth knowledge of different forms of intellectual property (such as copyright, trademarks, and patents) and their application within the gaming context, including the ethical and legal considerations associated with IP in the industry.
  • Develop a nuanced understanding of the diverse monetization models used in the gaming industry, ranging from free-to-play models to premium purchases and in-game transactions

Intellectual skills

  • Ability to critically analyse different stages of video game development, including concept ideation, design, coding, and testing
  • Cultivate skills in legal and ethical reasoning when analysing complex IP issues,
    Develop strategic planning skills for game commercialization
     

Practical skills

  • Conduct theoretical and evidence-based research.
  • Presentation skills in seminars and group presentations (using digital supports)
  • Exercise self-progression plans and peer review 
     

Transferable skills and personal qualities

  • Critical thinking and analytical skills.
  • Problem-solving abilities 
  • Present complex information clearly in verbal, visual and written formats
     

Assessment methods

Assessment taskFormative or SummativeLengthWeighting within unit (if relevant)
Project choice and planFormative500 words0%
Project Case of Support: a theoretical case of support to serve as a pitch of the practical game project. The CS will be also presented (recorded or live).Summative800 words20%
Practical Project: analysis of a gameSummative2200 words80%

Feedback methods

Formative - verbal, in class

Summative - Written - 15 w/d

Recommended reading

Van Dreunen, Joost. One Up: Creativity, Competition, and the Global Business of Video Games. New York: Columbia University Press, 2020. Web.
Kim, Antino, Rajib L Saha, and Warut Khern-am-nuai. “Manufacturer’s ‘1-Up’ from Used Games: Insights from the Secondhand Market for Video Games.” Information systems research 32.4 (2021): 1173–1191. Web
Sotamaa, Olli et al. Game Production Studies. Ed. Olli Sotamaa and Jan Svelch. 1st ed. Amsterdam: Amsterdam University Press, 2021. Web.
Boyd, S. Gregory, Brian Pyne, and Sean F. Kane. Video Game Law : Everything You Need to Know About Legal and Business Issues in the Game Industry. First edition. Boca Raton, FL: A K Peters/CRC Press, an imprint of Taylor and Francis, 2018. Print.

Study hours

Scheduled activity hours
Lectures 11
Seminars 22
Independent study hours
Independent study 167

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