Module UXS-3041:
Games and Virtual Environments

Module Facts

Run by School of Music and Media

20 Credits or 10 ECTS Credits

Semester 2

Organiser: Mr John Finnegan

Overall aims and purpose

The purpose of the module is:

  1. to develop an understanding of the creative process in relation to interactive media;

  2. to develop an awareness of drafting, development, marketing and research methodologies in creative practice, avenues for interpersonal discussion that may assist project development;

  3. to explore issues of copyright, ownership and consumer culture in relation to interactive media as a creative practice;

  4. to relate market strategy to creative ambitions in interactive media;

  5. to outline an understanding of how cultural norms and assumptions influence interactive media;

  6. to enhance a self-aware approach to creative practice.

Course content

In Games and Virtual Environments, you will plot out a project relating to a new product for the computer game industry. This will involve some sense of market profiling and potential, and a discussion of where your particular product might be used. In class, you will discuss and evaluate aspects of game design. By the conclusion of the module you will have researched, outlined and illustrated your product, provided a detailed creative blueprint for its shape and form, and shown an awareness of how it contributes to, or advances, the chosen genre.

Assessment Criteria


Submitted work is adequate and shows an acceptable level of competence as follows:

  1. Generally accurate but with omissions and errors.
  2. Assertions are made without clear supporting evidence or reasoning.
  3. Has structure but is lacking in clarity and therefore relies on the reader to make links and assumptions.
  4. Draws on a relatively narrow range of material.


Submitted work is competent throughout and may be distinguished by superior style, approach and choice of supporting materials. It:

  1. Demonstrates good or very good structure and logically developed arguments.
  2. Draws at least in parts on material that has been sourced and assessed as a result of independent study, or in a way unique to the student.
  3. Assertions are backed by evidence and sound reasoning.
  4. Accuracy and presentation in an appropriate academic style.


Submitted work is of an outstanding quality and excellent in one or more of the following ways:

  1. Has originality of exposition with the student’s own thinking being readily apparent.
  2. Provides clear evidence of extensive and relevant independent study.
  3. Arguments are laid down with clarity and provide the reader with successive stages of consideration to reach conclusions.

Learning outcomes

  1. Critically analyse the social and psychological implications of computer-mediated simulations and virtual environments;

  2. Apply a broad range of theoretical and critical concepts relating to game studies and apply them within social and cultural contexts;

  3. Evaluate and apply (multimodal) discourse-analytical terms and techniques to the study of gaming;

  4. Demonstrate an understanding of production, copyright, ownership, dissemination, marketing and consumer culture in relation to videogames and virtual environments

  5. Critically analyse the role of genre in game design, production and consumption;

  6. Evaluate and apply appropriate theoretical and practical skills in socio-empirical research in relation to game studies;

  7. Demonstrate a self-aware approach to critical and empirical research practice.

Assessment Methods

Type Name Description Weight
Weekly Response 30
Bangor Arcade 30
Research Project - Poster 8
Research Project - Essay 32

Teaching and Learning Strategy


Lecture: 2 hour per week x 11 weeks

Private study 167

Seminar/Workshop: 1 hours per week x 11 weeks


Pre- and Co-requisite Modules

Courses including this module

Compulsory in courses:

Optional in courses: