Skip to main content

Study information

Game On

Module titleGame On
Module codeEASM183
Academic year2021/2
Credits30
Module staff

Dr Debra Ramsay (Convenor)

Duration: Term123
Duration: Weeks

11

Number students taking module (anticipated)

12

Module description

This module gives you the theoretical foundations of narrative experiences: a term encompassing video games, immersive storytelling, interactive fiction, XR experiences, interactive art and digital installations. It compares the affordances of these works with more traditional narrative forms and introduces concepts of non-linearity, audience agency, choice and consequence, simulation, procedurality and multimedia narrative effect. You will put these concepts into practice in the creation of paper and digital prototypes, using free digital tools like Twine, Inklewriter and Ren’Py. You will test and critique each other’s work throughout, improving your teamwork, iterative design and critical reflection skills. This will build research-informed narrative and technical skills assessed via a Prototype Portfolio and Critical Reflection Essay, building on your? Creative Practice Journal. This Journal, kept throughout the course, will be used to record learning and process impacts.

Module aims - intentions of the module

The module will introduce you to the use of creative technology in the interactions between audience and story. This pioneering module bridges the gap between narrative and creative technology to develop innovative and entrepreneurial storytellers who can work across the huge and rapidly expanding industries that rely on such skills, including the interactive, immersive, games and digital creative industries. You will develop your ability to invent, develop, write and finish a piece of creative work that is purposeful, that deepens your critical understanding of the world we’re in and the technologies available to you, and what you might offer in order to take advantage of those technologies. The module will improve your research skills and your writing by way of peer review and commentary from your seminar leader. You will be looking to become game narrative designers, writers, directors, producers, researchers, academics, artists, audience analysts, community managers and entrepreneurs.

Intended Learning Outcomes (ILOs)

ILO: Module-specific skills

On successfully completing the module you will be able to...

  • 1. Conceive, plan, research and design a narrative experience using available technologies
  • 2. Demonstrate awareness of how different technologies can create powerful narrative experiences

ILO: Discipline-specific skills

On successfully completing the module you will be able to...

  • 3. Demonstrate an advanced appreciation of narrative techniques and effects in creative writing
  • 4. Analyse and understand the relationship between technology, audiences and Creative Writing;

ILO: Personal and key skills

On successfully completing the module you will be able to...

  • 5. Demonstrate the ability to work both individually and as part of a group in a workshop setting;
  • 6. Through research, learning opportunities and the design of your final projects, demonstrate an ability to bring a narrative project to fruition.

Syllabus plan

The content of the course will vary from year to year, but it will include some or all of the following –

  • Looking at the work of individual practitioners and creative collectives to introduce you to the concepts of narrative design within video games, immersive storytelling, interactive fiction, XR experiences, and digital installations;
  • Critical reflection on a range of key texts associated with these creative enterprises;
  • The keeping of a journal that accounts for your own creative journey either as an individual or as part of a team;
  • Responding to feedback with precise re-working;
  • The research, development and writing up of your own project either as an individual or in a team.

Learning activities and teaching methods (given in hours of study time)

Scheduled Learning and Teaching ActivitiesGuided independent studyPlacement / study abroad
222780

Details of learning activities and teaching methods

CategoryHours of study timeDescription
Scheduled Learning and Teaching 22Attendance and participation in 11x2hr seminars
Guided independent study11Group work - 11 hour-long meetings in groups
Guided independent study110Independent Research - 10 hrs per week reading and viewing
Guided independent study157Independent Writing - Design, composition and writing

Formative assessment

Form of assessmentSize of the assessment (eg length / duration)ILOs assessedFeedback method
Journal 10 page extract 1, 3-6Comment sheet with opportunity for verbal feedback
Creative project or case study Proposal document, 5-10 page extract2, 3-6Comment sheet with opportunity for verbal feedback

Summative assessment (% of credit)

CourseworkWritten examsPractical exams
10000

Details of summative assessment

Form of assessment% of creditSize of the assessment (eg length / duration)ILOs assessedFeedback method
Journal 5070 pages1,3-6Written
Creative project or case study5015-20 pages2,3-6Written

Details of re-assessment (where required by referral or deferral)

Original form of assessmentForm of re-assessmentILOs re-assessedTimescale for re-assessment
Journal Journal 1 3-6Referral/deferral period
Creative Project or case studyCreative Project or case study2, 3-6Referral/deferral period

Re-assessment notes

Deferral – if you miss an assessment for certificated reasons judged acceptable by the Mitigation Committee, you will normally be either deferred in the assessment or an extension may be granted. The mark given for a re-assessment taken as a result of deferral will not be capped and will be treated as it would be if it were your first attempt at the assessment.

Referral – if you have failed the module overall (i.e. a final overall module mark of less than 50%) you will be required to submit a further assessment as necessary. If you are successful on referral, your overall module mark will be capped at 50%.

Indicative learning resources - Basic reading

The Indicative Learning Resources will vary depending on the seminar leader and course convenor. Prior to the commencement of the course a reading/viewing/playing list will be provided to students, as well as web-based and electronic resources.

Key words search

Creative writing, video games, immersive storytelling, interactive fiction, XR experiences, interactive art, digital installations

Credit value30
Module ECTS

15

Module pre-requisites

None

Module co-requisites

None

NQF level (module)

7

Available as distance learning?

No

Origin date

10/05/2021

Last revision date

17/06/2021