ABSTRACT
The aim of this paper is to examine the development, content, and outputs of computer games development (CGD) courses in the UK. A background of CGD courses will be provided, followed by a case study of how a Bachelors of Arts course was developed and implemented at Swansea Metropolitan University, in the UK. The analysis and discussion will explore the characteristics of student applications (such as background qualifications, achievement levels, and skill-sets), the nature of student projects (including their themes, creativity, and quality), as well as course structure and composition. The results offer a unique and valuable insight into the development of CGD courses, especially in view of their rising popularity to help foster new, creative talent for games and games-related industries.
This paper is aimed at academics either with an interest in or are currently involved with CGD or CGD-related courses, and games industry professionals to help promote greater collaboration, debate, and improvement for CGD programmes.
- Albeck, C. 2008. Quoted in Northern Exposure, EDGE, Issue 193, 160--167.Google Scholar
- Barnes, T. 2007. Quoted in Brighton Peers, EDGE, Issue 180, 76--83.Google Scholar
- Burton, N. 2008. Quoted in Teacher Feature, EDGE, Issue 187, 18--19.Google Scholar
- Chapman, C. 2008. Quoted in Class of 2000, EDGE, Issue 190, 72--77.Google Scholar
- Cellan-Jones, R. 2008. Skills Shortage Hits Games Firms, BBC News. http://news.bbc.co.uk/1/hi/technology/7460870.stm.Google Scholar
- EDGE. 2007. Get into Games Supplement. Issue 180.Google Scholar
- EDGE. 2008a. Teacher Feature. Issue 187, 18--19.Google Scholar
- EDGE. 2008b. Get into Games. Issue 193, 137--153.Google Scholar
- IGDA. 2003. IGDA Curriculum Framework. The Study of Games and Game Development. http://www.igda.org/academia/IGDA_Curriculum_Framework_Feb03.pdf.Google Scholar
- IGDA. 2008. IGDA Curriculum Framework. The Study of Games and Game Development. http://www.igda.org/wiki/images/e/ee/Igda2008cf.pdf.Google Scholar
- Madams, T. 2008. Quoted in Class of 2000, EDGE, Issue 190, 72--77.Google Scholar
- Porter, P. 2008. Quoted in Northern Exposure, EDGE, Issue 193, 160--167.Google Scholar
- Swan, R. 2008. Quoted in Class of 2000, EDGE, Issue 190, 72--77.Google Scholar
- Taylor, R. 2008. Quoted in Northern Exposure, EDGE, Issue 193, 160--167.Google Scholar
- UCAS. 2008. http://www.ucas.ac.uk.Google Scholar
Index Terms
- Computer games degrees in the UK: a review of current practice
Recommendations
Designing game idea generation games
Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, ShareThis paper introduces idea generation games designed for the use of game designers. Three games designed especially for generating new game ideas were developed in the GameSpace project that studies methods for design and evaluation of casual mobile ...
Some Video Games Can Increase the Player's Creativity
It is said that playing video games might make people more creative. There is some evidence of an association, but no so far general theory about any psychological causes, or other key factors. In this study, we test the possibility that different sorts ...
Alchemy: experiments in interactive drawing, creativity, & serendipity
C&C '09: Proceedings of the seventh ACM conference on Creativity and cognitionThis paper presents an overview of Alchemy, an experimental drawing application aimed at exploring how we can sketch, draw, and create on computers in new ways. Alchemy focuses on the absolute initial stage of the creative process, to provide an ...
Comments