Get ahead of the game in a competitive industry with a unique qualification
Work on live industry briefs and meet relevant and experienced guest speakers
Acquire skills in copywriting, filmmaking and customer experience management (CX).
As a community manager you will be responsible for creating content in a variety of channels and creating a story for your fan base whilst developing a profile for your label.
A groundbreaking course for the games community managers of the future. This course will inspire your creative nature, transporting you into a professional environment where you‘ll become a skilled content creator and copy writer as well as delving into the psychology of your audience.
Creative thinking, striving for innovation on multiple channels and strategic planning are just some of the key skills you’ll develop. From gaming communities to social media (Snapchat, Twitch, Reddit, Instagram and beyond), you will learn how to create gaming content and campaigns for a variety of outlets. You will learn how to examine and develop innovative 360 games PR campaigns that may include social media, influencer outreach, events, consumer media, specialist games press, trade PR and working with third-parties and partners.
On successful completion of study, we will issue the following award: BA (Hons) Games PR and Community Management
Institution Code: S72
4 Years (with Placement Year)
This map is an indicative list of compulsory modules for 2019/2020 full-time undergraduate courses only. The range of modules available and the content of any individual module are subject to change in future years, and according to the mode of study, entry date, award type. In the event of any full-time 2019-2020 compulsory modules changing, we will contact offer holders as soon as possible to inform or consult them as appropriate.
Fundamentals of Games Community Management
A fundamental guide to the basics of community management. How to build, develop and maintain a games community – managing content calendars, acting as a public-facing representative for the game/brand, creating engagement opportunities at events, analysing and reporting on content performance, providing feedback to internal teams on community experience and striving for innovation
Games Content Creation: Communities
The module is an introduction to content creation for games communities from a theoretical and practical perspective. This is a work in practice module that helps you develop skills in thinking creatively, planning, designing and developing content for games communities. The module is based on creating a live professional working environment. You will be set live games community content briefs each week and will need to work in a professional manner to produce engaging content for a variety of gaming communities – from MMOs, to AAAs, etc.
Community Management: Developers
An introductory module to managing a gaming community for a developer from the perspective of the Developer and the Players in the Community. This module looks at how developers work and the Production Cycle and how to keep community momentum when working on just one title over a longer period. Understanding how players play and why and the use of modding in community content creation. Analysing Metrics for Developers and reporting through creating dashboards and developing a narrative with analytical reports.
Games PR: Thinking 360
An introduction to Games PR showcasing, what games PR is and how games PR compliments the wider games marketing mix. This includes a fundamental look at how PR is different to games marketing and and showcases how games PR campaigns cross different media channels to blend traditional and digital PR techniques. You will also get a feel for what its like to work as a games PR specialist; working with journalists, generating games PR exclusives, media relations, PR surveys, demoing games, first-look, character reveals, previews and reviews, the mailer, games PR press packs and digital asset packs.
Building & Developing Communities: Analytics & Beyond
Building upon the work set-up in Fundamentals of Community Management, this module explores how to develop, build and maintain a gaming community using metrics, insight and analytics software and tools. You will become informed and reflective community managers of the future. Taking an insight-driven approach to community management, you will learn that data is the backbone to all activity and how gaining skills in this area will help a community manager to understand, develop, maintain and keep momentum with fans.
Games Content Creation: Social Media
This is a work in practice module that builds upon the introductory module in content creation for games communities to set up a live professional working environment. You will be set live social media briefs each week and will need to work in a professional manner to produce engaging content for a variety of social media platforms, including, but not limited to, Twitch, Snapchat, Instagram, Facebook, Twitter, Reddit, YouTube, Vine and Vimeo.
Community Management: AAA Publishers and Global Giants
You will explore what kind of content you need to create for AAA title launches, how publishers work to keep momentum between games releases, how community managers work creatively to successfully manage communities when working on multiple titles (case studies may include a look at Blizzard and the world of esports). You will also learn how to cope in a crisis,when community management for AAA’s goes wrong, and examine the pros and cons of big budget community management teams.
Future Games PR and Marketing
Building up on introduction to Games PR: Thinking 360, this module focuses on actual PR operations with a look at how the industry is now and may be in the future. Enhancing your understanding of what games PR is and how it works in the games marketing mix, you will examinethe different roles and operations within the field of games PR. You will identify the differences between traditional and digital roles and how they blend together due to new technological advancements and changes in the industry.
Community Management: Events
This module looks at planning, managing and implementing community management events. It provides an intensive period of independent study in which you will produce a substantial body of work appropriate to the skills of planning, managing and implementing community management events. The opportunities to work for events, developers, publishers and other games outlets are extremely wide and you are encouraged to choose a mode of working which fits your career aspirations. Possibilities may include setting up a real-world or online gaming event for a specific community, working on a live esports event, working with a developer on an exclusive pre-launch community event or working with a publisher on a launch event specifically for the community.
Games Content Creation: Live
This module looks at the live project element of community management. It provides an intensive period of independent study in which you will produce a substantial body of work appropriate to the skills of games content creation for a live project. You will develop a community management strategy that is inspired by an insight-driven approach and based on analytics and ‘owned’, ‘earned’ and competitor analysis. You will create portfolio of work including content calendar, event and assets (video / photo / digital) to showcase your ability to plan, manage and implement creative content.
Crisis Community Management Project
Building on community management for developers and community management for AAA titles and global giants, this final project will focus on developing expertise in crisis communications. You will look at a variety of case studies and analyse the communications for a contemporary crisis. This module is about identifying a potential crisis, planning, monitoring, simulating and planning for the aftermath.
Games PR Professional Pitch
This module provides an intensive period of independent study in which you will produce a substantial body of work appropriate to the skills of games PR practitioner. The aim of the module is for students to work on a real-world games PR campaign and produce a PR proposal that hits the client brief. This will include producing an insight-driven proposal that showcases your skills in devising a PR strategy, generating creative content and ideas, working to a set budget and specific time period. The project or initiative will be researched, planned, carried out, assessed and evaluated by the individual student themselves. This will be professional pitched to the client.
This course draws upon the strengths of our teaching staff. They have expertise in games design, games PR and marketing and games business. In your first year, you will explore the basics of community management, content creation, social media and PR for games. This will provide you with a solid grounding with which to explore the implications of gaming in the future.
In the second and third years, you’ll learn about community management, from developers to publishers, agency and in-house, alongside social media management for games, content creation for communities and social media and live projects and innovative PR campaigns. This will give you an overview of games community management as a whole, including how to build, maintain and produce creative and engaging content for communities and how to plan exclusive community events.
Typical UCAS offer: 112 points
A levels: BBB
The skills and knowledge you learn on this degree will prepare you for careers in games community management, social media, PR, journalism, content creation and events. Our graduates are also prepared for study at postgraduate level.
The games community management industry is expanding every year, and with expansion comes new and exciting job opportunities. These include community managers, who are responsible for building and supporting online gaming communities, and brand ambassadors, who are responsible for creating and maintaining the look and feel of online communities.
This course has integrated theoretical, technical, practical and creative modes of study. This means the theoretical underpinning is taught alongside the technical knowledge, community management creative skills and the creative, practical elements of social media, content creation and PR for games.
There are no exams for this course – assessment is based entirely on coursework. We find this is the best way to assess the integrated approach to theory and practice that you’ll engage in. Your coursework, carried out in response to assignments, project briefs or self-initiated proposals, will be presented in forms appropriate to professional practice, such as a portfolio of work or showreel, word-processed reflective evaluations, essays and case studies. Your approach to the coursework for a given module should be individual and distinctive. Tutors see this work throughout its development thus forming a one-to-one professional working relationship with you throughout each module. Formative assessment is carried out in tutorial and critique situations and feedback is usually provided to you orally, with a written record kept either by the tutor and/or yourself. This is sometimes produced as the result of peer- or self-assessment exercises.
In addition to the excellent support you will receive from your course teaching team, our central Academic Skills team provides group and one-to-one help to support your learning in a number of areas. These include study skills (including reading, note-taking and presentation skills); written English (including punctuation and grammatical accuracy); academic writing (including how to reference); research skills; critical thinking and understanding arguments; and revision, assessment and examination skills (including time management).
Never be put off applying for a course because you need additional support. We have a team of specialists who can help. Most importantly, make sure you inform the University of your needs at the earliest opportunity and share any current care/support plans with the student support team so we can make sure we are prepared.
Your study time will consist of class contact hours, self-directed learning, assessment and placements where appropriate. Your actual contact hours will depend on the subject area and the level of study you are undertaking. As a guide you can expect to be in practical sessions, lectures and seminars for 12 hours per week as well as studying for an addition 18 hours outside of this time if studying full-time.
All students are encouraged to build on their independent capabilities in relation to their own learning routes. Tutors will mentor, support and guide students with clear direction in relation to ‘out of classroom’ activities and expectations in order to allow students the capacity to meet the learning objectives of their modules and course of study.
Feedback is an important part of the assessment process and not only justifies the mark you receive but guides you on how to improve. Extensive feedback will be available throughout the course that will be constructive, develop your capabilities and motivate you to continue. Feedback will always be given in a timely manner to allow you to reflect on your progress and be a better critic of your own work.
Assessment feedback comes in a variety of forms throughout your studies and in a written format at the end of each period of study. At the end of modules once assessments are complete you will receive feedback in written comments, completed checklists/mark sheets, and in the case of demos and presentations direct feedback from the tutors.
UK / EU / Channel Islands
£9,250 per year of study
£14,000 per year of study
UK, EU and Channel Island students: This tuition fee is agreed subject to UK government policy and parliamentary regulation. If the UK government passes appropriate legislation, the fee for subsequent years of study may increase in each academic year. But this increase will not exceed the rate of inflation as measured by RPIX**. Any change in fees will apply to both new and continuing students. The University will notify students of any change as early as possible. Further information about fee changes would be posted on the University’s website once this becomes available.
**RPIX is a measure of inflation equivalent to all the items in the Retail Price Index (RPI) excluding mortgage interest payments.
International (Non-EU) students: Tuition fees will remain the same for each year of your course, as long as you complete it in the normal time-frame (i.e. no repeat years or breaks in study).
ACCOMMODATION AND LIVING COSTS
Accommodation and living costs are not included in our fees.
Sources of financial support
If you receive funding from Student Finance you may be eligible to apply for additional benefits. Details can be obtained by visiting: www.gov.uk
Scholarships and additional funding
As an undergraduate student at Digital Institute London, you may be eligible for additional financial support through one of our scholarships and bursaries. You can visit our funding page to find out more and check your eligibility.
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