This module requires students to engage critically with historical and contemporary issues within the creative industries. Students should expect to discuss: the local, national, and global marketplace for creative media; insights and issues related to the creation, distribution, and consumption of creative media; and demonstrate knowledge, expertise, and planning expected by employers and investors. Students should consider which creative industries align with their own personal ambitions, and develop an understanding of, and strategy in approaching, their chosen route of professional practice.
The aim of this module is to develop the student’s capacity to understand, assess, and provide solutions to various issues and opportunities within the creative industries.
By the end of this module the student should be able to:
1. Demonstrate a critical understanding of the social, cultural, and economic factors that impact upon operations, professional practice, and entrepreneurship within the creative industries
2. Identify and discuss the current challenges within a selected creative industry
3. Demonstrate capacity and preparedness for opportunities within a selected creative industry.
1 The Creative Industries:
Overview of a range of creative sectors, identifying sources of information. Discussion of professional structures, including: publishers and distributors, content developers, software tool developers and other suppliers, service and support suppliers, industry organisations, pressure groups, and government regulations.
2 Local, Regional, and Global Outlooks:
Cases of production from various industry developers, with reference to business practices, culture, and impact on the creative process.
3 People, Players and Populations:
An insight into current market research into games and their players, with discussion on how this data influences funding, development, and publishing.
4 Marketing and Monetization:
Review of the marketplace including information on economic impact, comparative market sizes, and growth.
5 Interview Practices and Techniques:
Overview of interview practices and expectations, with reference to real-world examples.
6 Crunch Culture in the Creative Industries
Definitions and discourse on ‘crunch’ and its characteristics, with reference to personal, organisational, industrial, and societal consequences, personal and organisational ethics, and working practice.
7 Media Consumption and Addiction
Discourse and research on video game addiction and ethical practice, and its potential to impact game development, economics, and society.
8 Violence in Media
Overview of violence in media, including interactive, audio-visual, and literary works. Research on the impact of media violence on society.
9 Stereotypes, Diversity, Inclusion, and Representation
Overview of the current climate of games and the game industry, the importance of representation, and the impact of perpetuated stereotypes in society and culture.
10 Enterprise and Entrepreneurship
Defining and clarifying professional goals, setting measurable and realistic targets, business planning, marketing and management tools, and the start-up process.
Teaching and Learning Work Loads
|Teaching and Learning Method||Hours|
SCQF Level - The Scottish Credit and Qualifications Framework provides an indication of the complexity of award qualifications and associated learning and operates on an ascending numeric scale from Levels 1-12 with SCQF Level 10 equating to a Scottish undergraduate Honours degree.
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.
We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2021/22 , and may be subject to change for future years.