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Contextual Studies Brief + Goals for this project

  • Writer: charlightart
    charlightart
  • Jan 11, 2015
  • 2 min read

Media Industries : Roles and Practice

yo_videogames__by_ry_spirit-d57k3ay.jpg

( Art Source: http://www.deviantart.com/art/YO-VIDEOGAMES-315025594)

"This project explores contemporary game industries, focusing specifically on industry roles, practices and structures, entrepreneurship, and possible futures.

You will research roles and practices within the games industry addressing the increasingly blurred lines of separation between producer and consumer, independent and mainstream, audience and participant. Considering how commercial considerations and new technology effect creative output, you will analyse possible roles offered by the contemporary sector.

You will research the different ways in which artists and designers are involved in digital game production, ranging from mainstream AAA+ titles to digital games produced by ‘DIY’ independent studios. The unit further focuses on the changing degrees of co-operation and integration across media industries through process and delivery technologies.

Working individually you will write a 1,000 word report, building on the skills and

experience of writing that you have gained from your previous study.

Business and Professional Skills: You will undertake extensive research into practitioners and companies to gain understanding of contemporary industry roles and practices. You are expected to conduct primary research by contacting and/or visiting examples of the above. You will gain further understanding of the development of game modes and industries, presenting findings in a professional and appropriate manner.

Contextual Studies: You will conduct secondary research of academic and industry sources using both analogue (books, journals, magazines, corporate literature) and digital (websites, e-journals, academic blogs) sources. You will be expected to historically and culturally contextualize your example. "

Learning Outcomes: LO5:

"We will be looking for evidence of

research and an understanding of the

influences that have contributed to

shaping the current games sector."

LO6:

"We will be looking for concise,

communicative reports that embrace the

constraints of the word limit, and have

content that is presented in an

appropriate academic style."

LO7:

"We will be looking for an understanding of

roles and practices in the games industry,

based on research, evidence and

example."

Reference Material:

Creative Skillset [Internet http://www.creativeskillset.org/games/ [ Accessed 13 July

2013]

Entertainment and Leisure Software Publishers Association. [Internet] Available

from: <http://www.elspa.com> [Accessed 18 February 2010].

Games Industry Biz. [Internet] Available from:

<http://www.gamesindustry.biz>[Accessed 6 June 2013]

International Game Developers Association. [Internet] Available from:

<http://www.igda.org [Accessed 13 July 2013]

Jenkins, H. (2006) Convergence Culture: Where Old and New Media Collide. New

York, NY: NYU Press.

TIGA Trade Organisation Representing The Games Industry [Internet

http://www.tiga.org [Accessed 6 June 2013]

Assessing Feedback from my last project: ( Placeholder ) Goals: 1:1 - First

 
 
 

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