September 2025
Kingston University is an educational partner of Sony through PlayStation First. Through this partnership you will have the opportunity to learn how to develop games for the PlayStation 5 as part of this course.
You will design and create computer games, alone and in teams, using industry-standard production management tools and techniques that stimulate a professional environment of collaboration to deliver a product on time. You will also develop vertical-slice prototypes using new technologies, such as virtual and augmented reality, and will learn how to present yourself to potential employers through your professional presence and portfolio.
For a student to go on placement they are required to pass every module first time with no reassessments. It is the responsibility of individual students to find a suitable paid placement. Students will be supported by our dedicated placement team in securing this opportunity.
Optional modules, digital studio practice.
You will work with a multidisciplinary group of students as appropriate for your course (User Experience Design MSc, Game Development (Design) MA, Game Development (Programming) MSc and Computer Animation MA); involved with the digital media production process in response to a project brief developed in consultation with the industry panel and/or research staff. Projects concern contemporary platforms, such as iPhone, Android, Windows, Playstation, Xbox and Next Generation controllers and innovative input devices. You also develop a professional profile (online CV/portfolio) fitting for your role and intended destination which you maintain throughout the course.
The module covers the process of creating multiplayer computer games using various technologies and designing approaches. This module provides guided teaching and practical sessions on topics related to connected games programming, design and portfolio development.
The aims of this module are:
This module deals with the game design principles such as narratology versus ludology; interactive fictions; understanding play and engagement; level design and game flow; motivation, jeopardy and reward; to present ideas verbally, on paper and in technical demos, in a range of 2D and 3D graphics and animation packages, with some programming skills at scripting level.
On successful completion of the module, you will be able to:
The Digital Media Final Project, as a capstone project, consolidates the knowledge gained in earlier modules and is informed and supported by prior learning.
You will interpret the coursework into a practical solution and demonstrate skills in defining, analysing and developing a substantial solution to an individually defined design related problem. You will utilise an advanced understanding of contemporary digital media practice. The research and documentation of the project is an integral part of the submission; reflecting on the process, as well as the critical analysis and methodology of the research itself. The research will be conceptually integrated within the practical work. Individual project topics are expected to be wide ranging and provide the opportunity to fully investigate a practical situation, underpinned by a critical report on the work produced. Topics must allow the opportunity to position work with respect to business, social and cultural goals and identify and apply appropriate technology as a means of delivery.
This module focuses upon user research, participatory design and prototyping for new interaction concepts, particularly those for multi-user or multi-modal interaction with media-rich information sources for personal and ubiquitous computing platforms. The emphasis is upon qualitative insight and creativity for user engagement and persuasion across the end-to-end user journey, particularly in mobile contexts.
Students will benefit from having some prior experience with animation concepts, 2D and/or 3D animation practice. This module will enable them to develop their 3D animation skills further in creating dynamic and appealing animation for application in both film/TV and games production. Fundamentals and theory, such as the 12 Principles of Animation and study of reference, will underpin the development of a portfolio featuring body mechanics and character performance animation. Students will also learn basic techniques in rigging, such as parenting, constraints, IK solvers, utility nodes, set-driven keys, etc. in order to animate models.
On completion of the module, students will have the ability to animate assets for different applications (film, television, computer games).
This is a practical module where the majority of students' time is spent working with 3D software. Similarly, the assessment is practically based.
120 credits
The Professional Placement module is a core module if you're following a masters programme that incorporates an extended professional placement. It provides you with the opportunity to apply your knowledge and skills in an appropriate working environment, and develops and enhances key employability and subject specific skills in your chosen discipline. You may wish to use the placement experience as a platform for a major project or your future career.
It is your responsibility to find and secure a suitable placement opportunity; this should not normally involve more than two placements which must be completed over a minimum period of 10 months and within a maximum of 12 months. The placement must be approved by your Course Leader prior to commencement to ensure its suitability. You will have access to the standard placement preparation activities offered by the Student Engagement and Enhancement (SEE) group.
Read more about the postgraduate work placement scheme.
Optional modules only run if there is enough demand. If we have an insufficient number of students interested in an optional module, that module will not be offered for this course.
Many postgraduate courses at Kingston University enable students to take the option of a 12-month work placement as part of their course. Although the University supports students in finding a placement and organises events to meet potential employers, the responsibility for finding the work placement is with the student; we cannot guarantee the placement, just the opportunity to undertake it. You may find securing a professional placement difficult as they are highly competitive and challenging, but they are also incredibly rewarding. It is very important to prepare and apply yourself if this is the route you wish to take. Employers look for great written and oral communication skills and an excellent CV/portfolio. As the work placement is an assessed part of the course, it is covered by a student's Student Route visa.
Find out more about the postgraduate work placement scheme.
Typical offer.
In order to complete your programme successfully, it is important to have a good command of English and be able to apply this in an academic environment. Therefore, if you are a non-UK applicant* you will usually be required to provide certificated proof of English language competence before commencing your studies.
For this course you must pass IELTS academic test in English with an overall score of 6.5, with no element below 6.0 , or meet the scores listed on the alternative online tests .
Applicants who do not meet the English language requirements may be eligible to join our pre-sessional English language course .
Please make sure you read our full guidance about English language requirements , which includes details of other qualifications we'll consider.
* Applicants from one of the recognised majority English speaking countries (MESCs) do not need to meet these requirements.
You will find more information on country specific entry requirements in the International section of our website.
Find your country:
Guided independent study (self-managed time).
When not attending timetabled sessions, you will be expected to continue learning independently through self-study. Typically this will involve reading journal articles and books, working on individual and group projects, coursework assignments and presentations, and preparing for exams. Your independent learning is supported by a range of excellent facilities including online resources, the library and CANVAS, the online virtual learning platform.
As a student at Kingston University, we will make sure you have access to appropriate advice regarding your academic development. You will also be able to use the University's support services .
Type of learning and teaching.
14% of your time is spent in timetabled learning and teaching activity.
Please note: the above breakdowns are a guide calculated on core modules only. Depending on optional modules chosen, this breakdown may change.
Type of assessment.
Assessment typically comprises exams (e.g. test or exam), practical (e.g. presentations, performance) and coursework (e.g. essays, reports, self-assessment, portfolios, dissertation). The approximate percentage for how you will be assessed on this course is as follows, though depends to some extent on the optional modules you choose.
We aim to provide feedback on assessments within 20 working days.
You will be part of an intimate cohort of 20-40 students which provides dedicated academic guidance and advice as well as the opportunity to build a life-long network of colleagues. Some modules are common across other postgraduate programmes; you may therefore be taught alongside postgraduates from other courses.
About digital media kingston .
This course is delivered by Digital Media Kingston. Digital Media Kingston (DMK) is an interdisciplinary, collaborative project between the School of Computer Science and Mathematics, and School of Design at Kingston University. Its mission is to bring together creative expression, theoretical analysis, scientific rigour and technological innovation to underpin innovation and excellence in the computational arts. The teaching element of the DMK project delivers a suite of four related courses: Computer Animation MA, Games Development (Design) MA, User Experience Design MSc, and Games Development (Programming) MSc. You will share the majority of your taught modules with students taking these digital media courses.
Postgraduate students may run or assist in lab sessions and may also contribute to the teaching of seminars under the supervision of the module leader.
Here is the range of facilities available to you as a student at Kingston that will help you during your course.
Our games lab includes Sony PlayStation 5 development consoles together with the latest development software such as Visual Studio 2022, Unreal Engine 5, Unity and git as well as high-tech equipment such as gaming PCs with 12th gen intel i7 processors, 1TB SSD drives and Nvidia GeForce RTX 3090 GPUs.
Our new Centre For Augmented And Virtual Environments (CAVE) is a space where you can develop Virtual Reality apps for the PlayStation VR, HTC Vive, Oculus Quest 2s and other VR technologies.
There is a wide range of other facilities at our Penrhyn Road campus, where this course is based. You will have access to a modern environment with the latest equipment including:
State-of-the-art computer laboratories with high-performance workstations, including some with dual large-screen monitor configurations.
Our dedicated team of IT technicians support the labs and are always on hand to provide assistance.
2025/26 fees for this course, home 2025/26.
Home 2024/25.
If you start your second year straight after Year 1, you will pay the same fee for both years.
If you take a break before starting your second year, or if you repeat modules from Year 1 in Year 2, the fee for your second year may increase.
If you choose to take a placement as part of this course, you will be invoiced for the placement fee in Year 2. Find out more about the postgraduate work placement scheme and the costs for the placement year.
If you are a UK student, resident in England and are aged under the age of 60, you will be able to apply for a loan to study for a postgraduate degree. For more information, read the postgraduate loan information on the government's website .
Kingston University offers a range of postgraduate scholarships, including:
If you are an international student, find out more about scholarships and bursaries .
We also offer the following discounts for Kingston University alumni:
The Kevin Walsh Scholarship is a one-year scholarship for a taught masters course in the School of Computer Science & Mathematics. It covers the cost of the home fees for a masters degree as well as providing a maintenance grant.
For more information, visit the Kevin Walsh Scholarship page .
Depending on the programme of study, there may be extra costs that are not covered by tuition fees which students will need to consider when planning their studies. Tuition fees cover the cost of your teaching, assessment and operating University facilities such as the library, access to shared IT equipment and other support services. Accommodation and living costs are not included in our fees. Where a course has additional expenses, we make every effort to highlight them. These may include optional field trips, materials (e.g. art, design, engineering), security checks such as DBS, uniforms, specialist clothing or professional memberships.
Our libraries are a valuable resource with an extensive collection of books and journals as well as first-class facilities and IT equipment. You may prefer to buy your own copy of key textbooks, this can cost between £50 and £250 per year.
There are open-access networked computers available across the University, plus laptops available to loan . You may find it useful to have your own PC, laptop or tablet which you can use around campus and in halls of residences. Free WiFi is available on each of the campuses. You may wish to purchase your own computer, which can cost between £100 and £3,000 depending on your course requirements.
In the majority of cases written coursework can be submitted online. There may be instances when you will be required to submit work in a printed format. Printing, binding and photocopying costs are not included in your tuition fees, this may cost up to £100 per year.
All field trips that are compulsory to attend to complete your course are paid for by the University. There may be small fees incurred for optional field trips such as travel costs and refreshments.
Travel costs are not included in your tuition fees but we do have a free intersite bus service which links the campuses, Surbiton train station, Kingston upon Thames train station, Norbiton train station and halls of residence.
If the placement year option is chosen, during this year travel costs will vary according to the location of the placement, and could be from £0 to £2,000.
Watch a compilation of demos featuring work created by our students during their time with InKUbator – the Kingston University games development studio.
Watch a clip from Hive Wars, created by students during their course.
Game Development (Design) MA is part of the Digital Media Kingston suite of courses providing students with a unique mixture of creative and technical skills.
Students will have access to first-class technical facilities such as our Games Lab, with state-of-the-art computers, moving image studios, 3D workshops and other specialist resources. These include a number of Sony PlayStation 4 developer kits. In addition other software is available including Unity Pro, Unreal and Maya. Students also have access to our new Centre for Virtual and Augmented Reality (CAVE).
This industry-facing course aims to hone your workplace skills including:
Input from industry practitioners and experts will add a valuable dimension to your studies, particularly though the games inKUbator which features regular industry speakers. There is also the opportunity to participate in Game Jams and Hackathons.
Digital Media Kingston courses have been developed in consultation with our industrial advisory board. We are an academic partner with Sony Interactive Entertainment Europe through PlayStation First, meaning students are able to develop for the PlayStation 5 console. Students often work to live industry briefs.
We have regular guest speakers from industry, including our alumni. Recent talks in our inKUbator have included speakers from Creative Assembly, Ndreams, Rare, Rebellion and Frontier.
Some work placements, live projects and other opportunities will be available at the discretion of the industry panel for students on this course.
You will be well suited for roles such as games designer, games programmer, indy developer, AI programmer, software engineer and user experience designer.
The information on this page reflects the currently intended course structure and module details. To improve your student experience and the quality of your degree, we may review and change the material information of this course. Course changes explained .
Programme Specifications for the course are published ahead of each academic year.
Regulations governing this course can be found on our website.
Kingston University , Holmwood House, Grove Crescent, Kingston upon Thames KT1 2EE . Tel: +44 (0)20 8417 9000
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Game design bsc (hons).
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Game Design BSc combines coding, creativity, and critical theory to deliver a distinctive new provision in interactive audiovisual media. This interdisciplinary programme is one of the first of its kind in the Russell Group, combining modules from Computer Science and the School of the Arts to deliver a holistic grounding in how games are made, why they’re made, and what they tell us about the world.
You will develop skills in coding and programming, games scholarship, and creative design through a combination of modules from Communication & Media, Computer Science, English, Music, and Philosophy. These individual disciplines are drawn together by a set of bespoke Game Design modules in which you will produce work that will form part of your professional portfolio.
This programme is available with an optional year in industry. If you choose to take this option, year three is spent on a paid placement within an organisation in industry, broadly defined. You will be supported by the Department of Computer Science throughout your placement, and your reflexive written account of the experience will contribute towards your final degree result. If you wish to study this programme with a year in industry please put the option code YI in the further choices section of your UCAS application form.
We’re proud to announce we’ve been awarded a Gold rating for educational excellence.
Discover what you'll learn, what you'll study, and how you'll be taught and assessed.
Year one will establish the foundations for your studies, introducing you to the basics of programming, creative principles, and the academic context for game design. Your first year of study will be made up of compulsory modules, establishing the foundational principles and skills required for the rest of your studies; and one optional module.
Credits: 15 / semester: semester 2.
This module introduces students to the semantics of video game design and the techniques of close reading. It examines how mechanics, environment and audio design, genre conventions and iconography can be used to create meaning, both in support and subversion of explicit narrative. Students will learn to make connections between the disparate artforms involved in game design and develop the ability to form their own readings of games. The module is taught in 2-hour workshops which involve a mixture of theory lectures and in-depth discussion of specific games, including student-led choices. Assessment consists of a 2000-word coursework essay (85%), of which there is a formative, peer-reviewed ‘pitching’ exercise in week 6, and a 5-10 minute in-class presentation or video essay (15%), delivered during the second half of the module.
This module provides an introduction to the principles and materials of game creation, highlighting available creative pathways within the Game Design Studies and Game Design programmes. Students will learn basic terminology and concepts, and critically engage with various topics within the field of game design. Comprehension of these topics is supported by lectures and seminars, and through critical engagement with texts, articles, interviews, and other resources over the course of the term. Students will then apply what they’ve learned to realize original ideas in the form of design documents.
The intention of COMP122 is to introduce students to the concepts and methodology of object-oriented programming using the Java programming language. Topics covered include hierarchical structures, polymorphism, collections and iterators, exception handling, and graphical user interface design. Basic concepts of software design methodology, testing, and version control are also included in the module. It is normally expected that students have prior programming experience.
The module provides an introduction to procedural programming using current language platforms. The module incorporates program design, problem solving, the importance of maintainable, robust software and testing as well as introducing procedural language main programming constructs. Students gain practical experience with program design, programming and testing during weekly laboratory sessions.
This module is for students that already have some programming skills. Students will learn about the two main programming paradigms: imperative programming and functional programming. Since most introductory programming courses teach imperative programming, this module will focus on the functional paradigm. Students will learn how to program in Haskell, a popular functional programming language. They will learn how to formulate programs in a functional way, and the common techniques and idioms that are used to solve problems in functional programming.
Artificial intelligence (AI) is the theory and development of machines able to perform tasks normally requiring human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages. In the 21st century, AI techniques became an essential part of the technology industry. High-profile examples include autonomous vehicles, medical diagnosis, creating art, proving mathematical theorems, playing games, search engines, and online assistants. This module provides an application driven introduction to AI through studying the basic problems most AI systems have to deal with: search problems, reasoning under uncertainty, knowledge representation, planning, and learning in intelligent systems. The module will also provide a basic introduction to the history and philosophy of AI as well as recent issues in ethics of AI.
This module is an introduction to MIDI sequencing in Logic Pro and Ableton Live. It is suitable for complete beginners and intermediate users of Logic. Through lectures and workshops, both of which involve much hands on practice, students learn about MIDI sequencing, software instruments and Digital Audio Workstations (DAW). Topics and techniques covered include recording and editing MIDI; use of effects processors and mixing, software synthesis and sampler instruments. Two creative coursework projects, concentrating on differing compositional approaches and styles, enable students to demonstrate the technical and compositional skills taught and practiced during the module.
This module introduces students to the use and role of music in a range of audiovisual media. It focuses specifically on the sound and music of mainstream narrative cinema, as the lead expression in contemporary audiovisual media and one that has shaped this aspect of other artforms, such as television and videogames. From the relationship between music and early moving pictures, to the importance of re-using popular musics to score gender or sexuality in the modern Hollywood blockbuster, the module considers both the historical practicalities of sound and music in cinema and some of the key critical ideologies that have been shaped by and shaped the soundtracks of film. Through a focus on key case studies and fundamental theories, students will acquire a firm grounding in the history, nature, and critical discussion of the function of sound and music in film specifically, and audiovisual media more generally. The module is delivered in a manner designed to be equally accessible to students from a non-Music background.
This module introduces students to some basic algorithms and data structures. It gives some fundamental concepts of design and analysis of algorithms, and implementation of algorithms by choosing appropriate data structures.
This module will cover practical topics related to the design of virtual spaces in games. Students will critically examine the architectural principles embedded within existing games and will apply these principles to the design of original 2-dimensional and 3-dimensional game spaces. Lectures are supported by design texts and other textual resources.
In your second year, you’ll deepen your understanding of specialisms such as software engineering, artificial intelligence, and communication technologies. A selection of optional modules will allow you to explore some of the more artistic aspects of game design. Alongside compulsory modules – which include an independent project – you’ll choose two modules from a range of options.
This module introduces students to academic work that challenges the conventions of mainstream gaming, or what has been called ‘queer game studies’. It examines the relationship between queerness and play, and how the formalising of play into games, especially digital and technological games, has sustained and promoted societal norms. Themes covered include the representation of marginalised identities, queer reclamation of ‘failure’ and the ways that technology can reproduce or subvert social structures. Students will learn to reexamine the conventions of game design with a view to conceiving a wider range of possibility for games, as well as engaging with the fundamental concepts of academic queer theory. The module is taught in 2-hour design workshops, with an introductory lecture in the first week. Assessment consists of a 1000-word design sketch for a game (40%) and a 1500-word coursework essay (60%). The textbook for the module is Ruberg & Shaw eds ‘Queer Game Studies’ (2017), Minneapolis: University of Minnesota Press.
This module provides students with a chance to work on the development of an individual project within their chosen specialization with the appropriate member of staff. Supervisors and project specifics will be decided on a case-by-case basis.
This module deals with the issues associated with the analysis, design, implementation and testing of significant computing systems (that is, systems that are too large to be designed and developed by a single person).
This module introduces topics commonly present in the modern computer games from software architecture principles to advanced artificial intelligence techniques to the creation of 3D content. As part of the continuous assessment, students create a simple 3D video game using an existing game engine and an AI control procedure for a multiuser framework.
The second-year module Immersive Media and Virtual Worlds explores the histories, theories, and industries related to the production of immersive experiences, digital technologies and virtual realities and worlds. In particular, the module will focus on video games and cinema.
This module examines the function and design of music in video games (including games-consoles, PCs, and smart-phone ‘apps’). It considers the historical development of music in gaming, the relationship between game-music and technological advance, and the role and function of music in different types of game (and how this dictates compositional choice). This is achieved via a combination of case-study analyses and engagement with appropriate literature and research. Delivery incorporates lectures, workshop/seminars, and directed activity. Assessment incorporates a discursive essay and a portfolio of case-study analyses. The module assumes the study and discussion of case-study examples, but is delivered and assessed in a manner which does not require technical music skills (ie notational literacy or formal analytical method).
This module continues from the principles of spatial design covered in SOTA104 and introduces students to materials and techniques related to creating objects and complex structures within game spaces. Students will also learn about proper character rigging and state-based animation to create a range of game assets that can be used in standard game engines like Unity and Unreal Engine.
This module will introduce the student to sound recording, audio editing and sound transformation in a DAW in the context of sound design for the moving image. Students will learn a variety of recording techniques, audio editing and sound transformation skills in the studio a DAW and third-party applications to produce the foley for a video clip and also produce the sound design for number of idents. The module will be delivered via lectures in the Mac Suites and workshops in the studio.
This module provides an introduction to the design and implementation of sound and music in video games. Students engage with game music scholarship and case studies, then apply their knowledge to create original sounds and music for premade game projects.
This module aims to provide a more in depth experience of crucial employability skills needed to secure either a placement or a graduate job.
In this module, students will learn about Artificial Intelligence algorithms that influence the development of digital media systems and content. Students will critically address key questions around the social, political and economic consequences of online platforms’ use of AI systems and how they are or could be regulated.
This module provides students with a chance to work on the development of an individual project within their chosen specialization with the appropriate member of staff. Supervisors and project specifics will be decided on a case-by-case basis.
During your third year, you’ll undergo advanced study of computer game and app development, consider the philosophical issues associated with play and virtual worlds, and critically evaluate academic studies in games. Alongside compulsory modules, you’ll undertake a major collaborative project that will see you apply your creative, critical, and technical skills.
This module provides students with the opportunity to contribute to a large-scale design project with other members of their cohort. Students will be assessed individually, but will develop team-based skills and produce a portfolio of work within their chosen pathway of a level appropriate for professional applications.
App Development is an exploration of the design and programming of application programs on mobile devices. It covers topics such as how to design for small displays and non-traditional input devices; what the expectations of mobile users are; how to use publicallly accessible data sources to develop innovative solutions.
This module explores entertainment (specifically film and television) as an “unofficial” source of historical knowledge. For many people, entertainment is the primary site of engagement with history and one that makes history relevant, accessible and enjoyable in the present. It will consider what is required to make history entertaining and what this suggests about the kinds of stories that are enjoyable to consume compared to those that are omitted and silenced. The majority of screenings are British/American productions and we will consider the way in which this shapes those perspectives, but we will also draw on international examples during the course. These non-academic popular encounters with history offer a space for alternative and challenging versions of history. In this module we will consider the ways in which this can reinforce, resist or disrupt “official” accounts of history.
Games and Algorithmic Culture investigates how videogames are responding and contributing to the current technological and cultural changes in the use of AI, data mining, procedurally generated content, metrics and automation. The module provides a fundamental knowledge of the videogame industry and its new markets and trends, such as eSports, live streaming, independent productions, casual and mobile gaming. It explores how these new social, cultural and aesthetic trends of game culture are framed around a broader algorithmic culture that pervades our contemporary technics of digital production and distribution. The module will enable students to understand the specificity of games as new media, to critically analyse the technical, economic and social factors that frame contemporary digital culture, and identify areas of intervention within the global entertainment industry.
The module explores how popular culture can be political by examining a range of popular cultural commodities discursively. The module surveys a range of views on how to examine popular culture in order to contextualise discourse analysis. This is examined and then used to critically consider the political potential of popular culture. Successful students will be able to critically analyse a range of popular cultural commodities such as film, television programmes, digital popular culture, popular music and the tabloid press. The module is delivered in the forms of lectures and more hands-on analysis during seminars. Students are assessed by an essay, which is an analysis of a popular culture commodity.
Screen Industries and Sports is a new module that aims to examine the complex and multifaceted relationship between screen media and sports, focusing primarily on the ways in which the screen industries engage with sports as a commercial product that reaches audiences globally through a proliferation of legacy and digital media. In doing this the module asks questions about how sports are produced, packaged and disseminated, how global media corporations increasingly control sports and the kinds of issues that are at stake. It is organised around 4 blocks, with the first block examining primarily the relationship between the television industries and sports, the second looking at how the relationship between sports and screen media is being reconfigured in the digital arena, the third on how mega sports events shape and are being shaped by screen industries and the final one focusing on issues of diversity and cultural difference and how they figure in the broader picture. Together, all these sessions are designed to provide students with an in-depth understanding of how screen industries are intricately linked to the evolution of sports as one of the most commercial media products of the 20th and 21st century.
This modules aims to cover advanced concepts underpinning computer games development; including game AI, content generation, graphics, physics and sound. As part of the continuous assessment, students apply those concepts to computer games development.
This module introduces students to the major philosophical issues associated with play, games (especially digital games) and virtual worlds. It examines both the philosophical literature around play and contemporary concerns expressed in relationship to the growth of the video games industry, including addiction, violence, ‘gamification’ and the use of play and software for education and therapy. Students will learn to challenge common assumptions, including their own, about the triviality of play in relation to modern constructions of labour and value, and develop an understanding of how these assumptions underpin both popular and academic discussions of games.
The module is taught by lecture (1 hour per week) and seminar (1 hour per week). Assessment consists of a 3-part project: a formative pitch meeting with the module leader in the first 5 weeks of the course, a short report on that meeting (500 words, 30%) including a research plan, and a final essay (2,500 words, 70%).
Games are ubiquitous today; even if you don’t think you play them, you do, via schemes like loyalty cards. This module examines the role of games in contemporary society, and the ways in which this has been reflected within contemporary literature. Throughout this module, we will consider the relationship between games and literature in relation to three key areas—“Ludic Literature”, “Gaming Cultures”, and “Games of the Future”—with each area involving the analysis of particular literary texts to consider what they reveal about contemporary society and its interests in games and gaming. Illustrative authors include: Raymond Queneau and members of the OuLiPo, Orson Scott Card, William Gibson, Daniel Suarez, and Ernest Cline.
This module is an opportunity for you to undertake a placement in a setting which matches your academic and possible career/industry interests, develop materials and/or undertake tasks within a practical or vocational context, apply academic knowledge from your degree, and develop your personal and employability skills within a working environment. SOTA300 is not open to students who have taken SOTA600.
This programme can also be studied over four years, with the third year spent on a relevant, salaried work placement within an organisation. You will be supported by the Department of Computer Science throughout your placement, and your reflective written account of the experience will contribute towards your final degree result.
Contact time generally consists of lectures, in which students are presented with core content, and seminars/labs/workshops, in which students discuss lecture topics, readings and work in groups to complete exercises. The practical modules from within the School of the Arts follow a more interactive model of seminar/workshop. These modules stress short practical lessons and exercises in seminars while allowing students to have supervised time to work independently in workshops.
Assessments include a variety of written components (essays, case studies, creative responses, adaptation exercises, etc.) Inspired by the principles of the TESTA (Transforming the Experience of Students Through Assessment) programme, assessments also include both formative and summative coursework. Modules are largely designed to emphasise practical development by means of interactive workshops, small-group work, and individual tutorial sessions with instructors.
We have a distinctive approach to education, the Liverpool Curriculum Framework, which focuses on research-connected teaching, active learning, and authentic assessment to ensure our students graduate as digitally fluent and confident global citizens.
Learn more about our Liverpool hallmarks.
The Liverpool Curriculum framework sets out our distinctive approach to education. Our teaching staff support our students to develop academic knowledge, skills, and understanding alongside our graduate attributes :
Our curriculum is characterised by the three Liverpool Hallmarks :
All this is underpinned by our core value of inclusivity and commitment to providing a curriculum that is accessible to all students.
Studying with us means you can tailor your degree to suit you. Here's what is available on this course.
Choose from an exciting range of study placements at partner universities worldwide.
Add an optional year-long industry placement to your course.
Combine this course, take language modules or short courses.
Study Game Design as a joint (50/50) or major/ minor (75/25) subject.
University of Liverpool students can choose from an exciting range of study placements at partner universities worldwide. Choose to spend a year at XJTLU in China or a year or semester at an institution of your choice.
What's available on this course?
Immerse yourself in Chinese culture on an optional additional year at Xi'an Jiaotong Liverpool University in stunning Suzhou.
Read more about Year at XJTLU, China
Broaden your world by spending an additional year of study at a partner university abroad following your second year of study.
More about taking a year abroad
Take a semester of your second year of study at one of our worldwide partner institutions.
More about taking a semester abroad
Spend a summer abroad on a study placement or research project at one of our worldwide partner institutions.
More about taking a summer abroad
Year in industry placements give you an in-depth workplace experience where you can develop your skills and apply your learning.
You don't need to decide now - you can choose to add a year in industry after you've begun your degree.
Learn more about year in industry
Every student at The University of Liverpool can study a language as part of, or alongside their degree. You can choose:
Read more about studying a language
With a combined degree, you can study two subjects as part of the same degree programme.
Explore combined degrees for Game Design courses
As a Game Design student, you’ll benefit from our expertise in each of the five disciplines, and have access to new and recently refurbished facilities. This includes dedicated spaces for students to research video games, featuring gaming consoles (e.g. Playstation 4 with PSVR, Playstation 3, Xbox One, Xbox 360, Nintendo Wii), gaming PCs, and a diverse library of titles.
You’ll also have access to Windows and Mac labs. These suites have a range of different software for content creation, including Unity and Unreal (game engines), FMOD (middleware for game sound and music), and Blender (modelling and animation).
For sound production, the Electronic Music Research Studios provide fully sound-proofed and treated studio spaces for surround sound mixing, electronic music composition and sound design research.
Supporting your learning.
From arrival to alumni, we’re with you all the way:
Want to find out more about student life? Chat with our student ambassadors and ask any questions you have.
Match with an ambassador
Digital games represent one of the fastest-growing forms of entertainment media. This programme aims to equip you with the technical, creative, and critical skills that will help you find employment in this dynamic and rapidly growing field, whilst assembling a professional portfolio of work.
You’ll have opportunities throughout the programme to develop a professional portfolio, as well as various options to gain workplace experience.
Your tuition fees, funding your studies, and other costs to consider.
UK fees (applies to Channel Islands, Isle of Man and Republic of Ireland) | |
---|---|
Full-time place, per year | £9,250 |
Year in industry fee | £1,850 |
Year abroad fee | £1,385 |
International fees | |
---|---|
Full-time place, per year | £22,400 |
Year in industry fee | £1,850 |
Year abroad fee | £11,200 |
Tuition fees cover the cost of your teaching and assessment, operating facilities such as libraries, IT equipment, and access to academic and personal support. Learn more about paying for your studies. .
Your tuition fee covers almost everything, but you may have additional study costs to consider such as books, stationery and equipment.
Find out more about the additional study costs that may apply to this course.
Find out more about additional study costs.
We offer a range of scholarships and bursaries to provide tuition fee discounts and help with living expenses while at university.
Check out our Liverpool Bursary , worth up to £2,000 per year for eligible UK students. Or for international students, our Undergraduate Global Advancement Scholarship offers a tuition fee discount of up to £5,000 for eligible international students starting an undergraduate degree from September 2024.
Check out our Undergraduate Global Advancement Scholarship . This offers a tuition fee discount of up to £5,000 for eligible international students starting an undergraduate degree from September 2024. There’s also the Liverpool Bursary which is worth up to £2,000 per year for eligible UK students.
Discover our full range of undergraduate scholarships and bursaries
The qualifications and exam results you'll need to apply for this course.
Please see our Clearing course information for details of the qualifications and exam results you'll need to apply for this course for 2024 entry.
View the Clearing entry requirements for this course.
You'll need to demonstrate competence in the use of English language, unless you’re from a majority English speaking country .
We accept a variety of international language tests and country-specific qualifications .
You'll need to demonstrate competence in the use of English language, unless you’re from a majority English speaking country.
We accept a variety of international language tests and country-specific qualifications.
International applicants who do not meet the minimum required standard of English language can complete one of our Pre-Sessional English courses to achieve the required level.
You'll need to demonstrate competence in the use of English language, unless you’re from a majority English speaking country
English language qualification | Requirements |
---|---|
IELTS | 6.5 overall, with no component below 5.5 |
TOEFL iBT | 88 overall, with minimum scores of listening 17, writing 17, reading 17 and speaking 19 |
Duolingo English Test | 120 overall, with no component below 95 |
Pearson PTE Academic | 61 overall, with no component below 59 |
LanguageCert Academic | 65 overall, with no skill below 60 |
Cambridge IGCSE First Language English 0500 | Grade C overall, with a minimum of grade 2 in speaking and listening. Speaking and listening must be separately endorsed on the certificate. |
Cambridge IGCSE First Language English 0990 | Grade 4 overall, with Merit in speaking and listening |
Cambridge IGCSE Second Language English 0510/0511 | 0510: Grade B overall, with a minimum of grade 2 in speaking. Speaking must be separately endorsed on the certificate. 0511: Grade B overall. |
Cambridge IGCSE Second Language English 0993/0991 | 0993: Grade 6 overall, with a minimum of grade 2 in speaking. Speaking must be separately endorsed on the certificate. 0991: Grade 6 overall. |
International Baccalaureate | Standard Level grade 5 or Higher Level grade 4 in English B, English Language and Literature, or English Language |
Cambridge ESOL Level 2/3 Advanced | 176 overall, with no paper below 162 |
Do you need to complete a Pre-Sessional English course to meet the English language requirements for this course?
The length of Pre-Sessional English course you’ll need to take depends on your current level of English language ability.
Find out the length of Pre-Sessional English course you may require for this degree.
If you don’t meet our English language requirements, we can use your most recent IELTS score, or the equivalent score in selected other English language tests , to determine the length of Pre-Sessional English course you require.
Use the table below to check the course length you're likely to require for your current English language ability and see whether the course is available on campus or online.
Your most recent IELTS score | Pre-Sessional English course length | On campus or online |
---|---|---|
6.0 overall, with no component below 5.5 | 6 weeks | On campus |
5.5 overall, with no component below 5.5 | 10 weeks | On campus and online options available |
5.5 overall, with no more than one component below 5.5, and no component below 5.0 | 12 weeks | On campus and online options available |
5.5 overall, with no component below 4.5 | 20 weeks | On campus |
5.0 overall, with no component below 4.5 | 30 weeks | On campus |
4.5 overall, with no more than one component below 4.5, and no component below 4.0 | 40 weeks | On campus |
If you’ve completed an alternative English language test to IELTS, we may be able to use this to assess your English language ability and determine the Pre-Sessional English course length you require.
Please see our guide to Pre-Sessional English entry requirements for IELTS 6.5, with no component below 5.5, for further details.
Have a question about this course or studying with us? Our dedicated enquiries team can help.
Last updated 27 June 2024 / See what's changed / Programme terms and conditions
See what updates we've made to this course since it was published. We document changes to information such as course content, entry requirements and how you'll be taught.
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Funding and scholarships for students
Computer science phd studentships ref: 5171, about the award.
Innovation Center, Streatham Campus, Exeter
The University of Exeter’s Department of Computer Science is inviting applications for 4 PhD studentships fully-funded by the Faculty to commence on 23 September 2024 or as soon as possible thereafter. For eligible students the studentship will cover Home or International tuition fees plus an annual tax-free stipend of at least £18,622 for 3.5 years full-time. International applicants need to be aware that you will have to cover the cost of your student visa, healthcare surcharge and other costs of moving to the UK to do a PhD. Applicants must choose and highlight one (or more, up to a maximum of 3) of the 8 listed projects in their application. Applicants are encouraged to discuss the topic with the project supervisor prior to application.
Project 1: game theory for cyber security economics.
Supervisor: Dr Yunxiao Zhang, [email protected]
This project will explore the economic aspects of cybersecurity to build secure, sustainable, hyper-connected digital societies through enhanced awareness and strong multi-stakeholder partnerships. Using game theory, it will examine the interactions of organisational roles and human factors in cybersecurity investment, risk management, and decision-making, alongside technical defensive measures and safeguards. The project's objectives include: 1. Analysing attack scenarios with potential strategic behaviours; 2. Developing and enhancing robust game-theoretical approaches in cybersecurity investment; 3. Creating user-friendly, adaptive decision support tools for firms and individuals to evaluate security levels and optimise cybersecurity investments.
Supervisor: Dr Xiaoyang Wang, [email protected]
Reinforcement learning (RL) has demonstrated significant potential in solving complex tasks, through interacting with the environment. Human feedback, encompassing explicit instructions, prior knowledge, and safety requirements, can accelerate the learning process, enhance algorithm interpretability and safety. This project will explore how human expertise can be effectively integrated into RL, including the use of Large Language Models (LLMs), multimodal data fusion, and human-AI communication. The outcome of this PhD project is applicable across multiple domains, including clinical decision support systems and robotics.
Supervisor: Dr David Walker , [email protected]
This project will explore the potential of using explainable AI approaches in combination with human-in-the-loop optimisation to provide better feedback to users designing solutions to complex optimisation problems. It will consider approaches for enabling teams of decision makers and stakeholders to co-create solutions, optimising and visualising the trade-off between solutions to a given problem as well as the trade-off between the preferences of different users. The work will evaluate whether such approaches lead to the development of more robust and fitter solutions to problems than traditional optimisation approaches, considering problem domains including the water sector, offshore renewable energy, and transport.
Supervisor: Dr Zeyu Fu, [email protected]
As the volume of online video content rapidly grows, ensuring public safety and content compliance has become increasingly challenging. This PhD project will explore the use of large multi-modal models (LMMs) to understand and explain both short and long-form video content for public safety applications. The main goal is to develop novel adaptation methods for LMMs to detect and mitigate harmful content and abnormal events in social media videos. By leveraging multimodality (text, visual, and audio), the project aims to provide transparent and explainable insights, thereby enhancing online safety and public security. The candidate will contribute to advancements in AI-driven public safety, benefiting from interdisciplinary collaboration in machine learning, computer vision, natural language processing, and computational social science, as well as access to cutting-edge high-performance computing resources.
Supervisor: Dr. Aishwaryaprajna, [email protected]
Current challenges of core AI research often involve combinatorial problems with uncertainty, where the best solution must be searched from a large space of possibilities, mingled with random noise. Combinatorial optimisation problems can be graph-based or of bin-packing style, have constraints and multiple conflicting objectives or require expensive function evaluations. This project will explore learning mechanisms that can steer evolutionary operators through noise towards discovering superior solutions of these combinatorial problems with faster convergence. The scope of this PhD will include benchmarking procedures to assess algorithmic performance, theoretical performance guarantees for algorithms and addressing real-world applications on feature selection with large-scale dataset for healthcare and multi-agent system for route finding problem.
Supervisor: Dr Hang Dong, [email protected]
Multimodal Large Language Models (MLLMs) are powerful but lack fine-grained, long-tail understanding of data, lack sufficient explainability, and can generate hallucinations (inaccurate, nonsensical, or irrelevant information), that hinder their real-world applications, e.g., in medicine and healthcare. To address the issues above, the methodology-focused project will explore novel approaches to integrate MLLMs with knowledge graphs (e.g., ontologies), for deep phenotyping of diseases (e.g., dementia) from patients’ unstructured clinical notes, structured data, medical imaging data, and scientific publications. The project candidate will be embedded in an excellent team of natural language processing, knowledge representation, computer vision, and medical experts in Exeter and the UK.
Supervisor: Prof. Anne Kayem, [email protected]
This PhD project will use large multimodal datasets to study how privacy preserving mechanisms can be designed to efficiently detect personally identifiable information (PII). The project will draw on work in the data profiling field to highlight data inconsistencies and errors that could potentially result in privacy leaks. The successful candidate will be expected to develop a series of algorithms with the goal of studying both the adversarial and benign perspectives of the problem.
Supervisor: Prof. Khurram Bhatti, [email protected]
Microarchitectural attacks (e.g., Spectre, Meltdown, Flush+Reload, Prime+Probe etc.) are orchestrated by generating multiple direct and indirect events, both in software and hardware, and they cause multiple state changes for various microarchitectural parameters (e.g., memory access time, access pattern, cache miss and hit ratios etc.).This PhD position aims to investigate potential architectural and micro-architectural security vulnerabilities targeting memory sub-system, particularly cache memory, of a heterogeneous SoC architecture and to develop protection mechanisms against such attacks that can be integrated into system software (OS) and hardware.
Applicants for this studentship must have obtained, or be about to obtain, a First or Upper Second Class UK Honours degree, or the equivalent qualifications gained outside the UK, in an appropriate area of science or technology.
If English is not your first language you will need to meet the required level as per our guidance at https://www.exeter.ac.uk/pg-research/apply/english/
In the application process you will be asked to upload several documents.
The closing date for applications is midnight on 19th July 2024 . Interviews will be held virtually on the 24th and 25th of July 2024.
If you have any general enquiries about the application process please email [email protected] or phone 0300 555 60 60 (UK callers) +44 (0) 1392 723044 (EU/International callers). Project-specific queries should be directed to the main supervisor.
Computer Science | -->|
Application deadline: | 19th July 2024 |
---|---|
Value: | For eligible students the studentship will cover Home or International tuition fees plus an annual tax-free stipend of at least £18,622 for 3.5 years full-time. |
Duration of award: | per year |
Contact: PGR Admissions Team |
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Course detail, award title.
This is a potential research degree area, subject to the approval of the University. If you are interested in undertaking a research degree in this area, please make contact with the Dean to discuss your proposal.
Games Development and Technology research considers the development of real-time 3D computer games, games networking and distributed computing . Areas of focus include but not limited to: computer graphics programming, programming of AI for games, exploration of player interaction and gameplay systems, virtual production and interactive visualisation.
Research in this field draws upon supervisory expertise from within the School of Design and Informatics, including academics with track record in mathematics, computer science, games programming, and games industry experience. Applications can encompass not only the games and related industries, for example through development of new tools, techniques, and approaches to game development and technology, but also other fields that can benefit from advanced interactive applications and computer graphics.
Abertay University is the lead partner for InGAME: Innovation for Games and Media Enterprise , an AHRC-funded R&D centre for Dundee’s games cluster. Postgraduate students at the University will have access to research and development opportunities, as well as contact with professionals working within the games industry. Dundee is one of the UK’s oldest and most successful games hubs, and we have longstanding relationships with local, national and international game studios.
As a postgraduate research student, you will carry out an original, independent research and/or practice-based project, whilst being guided and supported by a team of expert academic supervisors. As you do this, you will benefit from an extensive programme of researcher development tailored to your background, needs and future ambitions. This will in turn help you develop the skills required to deliver research excellence.
Your progress will be monitored throughout the year and via an annual review. The final assessment is by examination of your submitted thesis and a viva voce (oral examination).
With the help of your supervisors, you will be encouraged to publish your research during and after your studies.
You have the option of studying an MSc by Research, an MPhil or a PhD.
When deciding which degree is right for you, you should consider the level of commitment required, the duration, cost and your career aspirations.
That being said, our research degrees are flexible. You can begin an MSc or an MPhil and then seek to transfer to a PhD without having to start your project all over again. You can also switch from full-time to part-time study, and vice versa.
The award of Master of Science by Research (MSc by Research) demonstrates a practical ability to undertake research studies, a systematic understanding of knowledge and a critical awareness of current problems and/or the application of original thought.
If you are studying full-time, you will be expected to complete the award in 12 months. The minimum period to receive this award is 10 months and the maximum is 14 months.
If you are studying part-time, you will be expected to complete the award in 24 months. The minimum period to receive this award on a part-time basis is 20 months and the maximum is 28 months.
The award of Master of Philosophy demonstrates a systematic understanding of knowledge and a critical awareness of current problems and/or the application of original thought, much of which is at (or informed by) the forefront of your field of study or area of professional practice.
If you are studying full-time, you are expected to complete the award in 24 months. The minimum period to receive this award is 12 months and the maximum is 48 months.
If you are studying part-time, you are expected to complete the award in 48 months. The minimum period to receive this award on a part-time basis is 24 months and the maximum is 72 months.
The award of the Doctor of Philosophy demonstrates that the main focus of your work is your personal contribution to knowledge in your discipline or field, through original research or the original application of existing knowledge.
If you are studying full-time, you are expected to complete the award in 36 months. The minimum period to receive this is award is 24 months and the maximum is 48 months.
If you are studying part-time, you are expected to complete the award in 48 months. The minimum period to receive this award on a part-time basis is 72 months and the maximum is 96 months.
Abertay is a small university, which means that as a research student, you’ll be joining a close-knit community of scholars and researchers.
Watch Prof Nia White, Dean of Research and Abertay’s Graduate School, along with some of our research students discuss what makes Abertay’s Graduate School different from other universities.
Learn more about our Graduate School➟
The fees you'll pay depend on factors such as your nationality, location and personal circumstances. See the links below and scroll down to find the Postgraduate section.
Postgraduate student fees - Scottish Students
Postgraduate student fees - UK Students (outside Scotland)
Postgraduate student fees - International & EU Students
Find out about potential bursaries, student loans and scholarships in our postgraduate research fees and funding section.
1. meet the academic entry requirements.
The minimum entry requirement for all our research degrees is an Upper Second Class Honours degree (or equivalent) at undergraduate level in an appropriate discipline and/or a Master’s degree. In some cases, appropriate professional or experiential learning may be considered in combination with a lower classification of Honours degree.
Visa requirements.
If you're not from the European Economic Area (EEA) and/or Switzerland, you may need to apply for a visa. You can find out more about applying for a visa and collecting your Biometric Residence Permit (BRP) on our Tier 4 visa page. To identify whether or not you need to apply for a visa, please visit the UKBA website.
We accept an undergraduate or postgraduate degree that has been taught and assessed in a majority English speaking country, as defined by UK Visas and Immigration:
UKVI list of majority English speaking countries
For candidates whose first language is not English or your undergraduate/Master’s degree was not awarded from a University from a UKVI designated English Speaking country, you are required to show evidence of one of the following qualifications:
IELTS Academic: total 6.5 with at least 6.0 in each component.
TOEFL-iBT (including Home Edition): total 92 with at least 20 in each component. We do not accept TOEFL “My Best Score” to meet our English language requirements.
CAE and CPE: total 176 with at least 169 in each component.
Trinity ISE: ISE II with distinctions in all four components.
PTE Academic: 62 overall with at least 59 in each component.
NECO English at B (4)
WAEC English at B (4)
If you are not a national of a majority English speaking country, then your degree must be no more than three and a half years old at the beginning of your programme of study, unless you are using IELTS, TOEFL, Trinity ISE or PTE, in which case it must be no more than two years old.
To identify whether or not you need to apply for a student visa, please see here or visit the UKVI website.
You can look for potential supervisors by searching keywords, names or publications in the Staff Explorer . T his will ensure that we have appropriate expertise within Abertay. You will also gain an understanding of the prior work of the researcher.
You should consider contacting the potential supervisor to discuss your ideas and the possibility of undertaking a research degree under their supervision. Discussion will also help you tailor your application to suit Abertay’s specific expertise in the area. Ask for feedback and be prepared to take those comments into consideration when finalising your research proposal.
You can also contact the Dean of School or our Graduate School if you would like advice on potential supervisors.
Please avoid vague blanket emails to several potential supervisors as these are unlikely to be successful.
There are two different routes to studying a research degree at Abertay – you can apply for one of our funded studentships or propose your own area of research. Find out more about our funded studentships .
If you are proposing your own area of research, you will need to consider how you will fund your studies – either through self-support or by securing a scholarship or some other form of external funding. See what scholarships are available to Abertay research students .
This is your opportunity to state your research objectives, to grab the reader’s attention and highlight your suitability for research degree study.
The proposal should be around 6-8 pages in length (including references) and follow the section headings below.
Abstract (summary).
Introduction/background.
Hypotheses, objectives or research question.
Proposed methodology.
How will you disseminate your findings (pathways to impact).
Ethical considerations.
Summary and conclusions.
References.
About you: briefly describe your relevant experience and how it will help you achieve your objectives, explain why you are an excellent candidate for a research degree, and identify your additional professional development and training needs.
Some good practice tips:
Be clear and concise.
Structure your proposal by breaking up blocks of text into smaller paragraphs (with headings).
Reference you work.
Justify your objectives.
Please note: all Research Proposals are checked for evidence of academic deceit including the inappropriate use of Generative AI. Research Proposals evidencing academic deceit will be automatically rejected on such grounds, applications will be cancelled, and applicants will be disqualified from reapplying.
You can start a research degree at Abertay in February, June or October of each year. You can apply to defer from one entry point to another on one occasion, however, subsequent requests must be supported by an additional full application.
Unless otherwise stated, the deadlines for submitting a full application are:
Applications for February entry by 15 December (if you need a Tier 4 visa then the deadline is 30 November).
Applications for June entry by 30 April (if you need a Tier 4 visa then the deadline is 31 March).
Applications for October entry by 31 August (if you need a Tier 4 visa then the deadline is 31 July).
You will need to include the following documentation when you apply online:
Copies of your academic transcripts
Your research proposal
Postgraduate Research students at Abertay work alongside experts from a range of discipline areas, posing new questions and finding creative solutions to the problems facing society. Our research students are central to our research community.
If you'd like more information about our Postgraduate Research degrees, please get in touch:
Applied games msc by research, mphil, phd.
Postgraduate Research Full-Time,Part-Time
This is a potential research degree area, subject to the approval of the...
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The revamp to microsoft's subscription program is likely in response to slower sales..
Time for Xbox fans to adjust their budgets. Xbox Game Pass is increasing prices this year in a phased rollout. Beginning on July 10, any new subscribers will be charged the updated price, while current subscribers will see the higher costs take effect starting September 12. For the US, Game Pass Ultimate prices will increase from $17 a month to $20 a month, while a year of access to Game Pass Core will jump from $60 to $75. Microsoft laid out all the regional increases in a graph .
Microsoft is also adding a less expensive option in September with Xbox Game Pass Standard. This plan offers access to Game Pass titles but without some perks of the Ultimate package, such as day one releases and Xbox Cloud Gaming. The Standard option will include online multiplayer, some store discounts, and all the other features of the Core plan. It will cost $15 per month in the US.
The final change is what looks like the beginning of the end for the Xbox Game Pass for Console plan. This option will no longer be available for new customers, and if any current plan holders stop their automatic renewal, they'll have to choose a different option if they want to re-up.
This is the latest in a string of sad news stories about Game Pass. In February, we heard from Microsoft that the program had 34 million subscribers , marking a notable slowdown in growth with only 9 million new players added in the past two years. That total includes Core, which is the rebranded Xbox Live plan for playing online games with minimal other perks, meaning the number of new subscribers is even lower. And in June, Xbox's hoped-for big splash of new hardware announcements turned out to be a mere trickle of refreshes . It's a great offer for players who want to keep up with the vast number of new games being released every month, but it doesn't seem to be connecting with the audience in the way Microsoft hoped.
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COMMENTS
Research profile. Research in games covers a wide spectrum of theoretical and practical areas; the relation between video games and other media; video game aesthetics and politics; immersive technologies and game design, game-based learning, serious games, ludomusicology, inclusive games design, agency in games, games and socio-cultural studies.
Everything about PhD's in Game Design in United Kingdom: Explore top universities, costs, scholarships, and admission requirements for all study formats.
Game Design at Abertay University covers a wide range of applied and theoretical research. As technologies evolve and audiences expand, now is an excellent time to engage with research in games, with research spanning novel game mechanics, multiplayer game balancing, narrative design and interaction design. At Abertay, you will be supported to ...
Game Design 17,423 EUR / year 3 years Abertay University continues to lead the development of games as an academic meta-discipline, incorporating computer science, computer art, digital design, sound and music, human computer interaction, and media studies. It offers this PhD in Game Design. Ph.D. / Full-time, Part-time / On Campus
Research and PhD Programmes. Research in games covers a wide spectrum of theoretical and practical areas; the relation between video games and other media; video game aesthetics and politics; immersive technologies and game design, game-based learning, serious games, ludomusicology, inclusive games design, agency in games, games and socio ...
PhD Degrees in Computer Games Design 7 degrees at 3 universities in the UK.
Game Design at Abertay University covers a wide range of applied and theoretical research. As technologies evolve and audiences expand, now is an excellent time to engage with research in games, with research spanning novel game mechanics, multiplayer game balancing, narrative design and interaction design. At Abertay, you will be supported to ...
The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (iGGi) is the world's largest PhD research programme focused on games research. Our mission is to unlock the full potential of games research to contribute to wellbeing, prosperity, and science by training the next generation of leading researchers, designers and ...
About Research in Games Design at Brunel University London covers a wide spectrum of theoretical and practical areas; the relation between video games and other media; video game aesthetics and politics; immersive technologies and game design, game-based learning, serious games, ludomusicology, inclusive games design, agency in games, games and socio-cultural studies.
Abertay University continues to lead the development of games as an academic meta-discipline, incorporating computer science, computer art, digital design, sound and music, human computer interaction, and media studies. Game Design at Abertay University covers a wide range of applied and theoretical research.
The IGGI programme trains PhD researchers to become the next generation of leaders in games research, design, and development and create positive social and economic impact through games.
Below is the list of 76 best universities for Game Design and Development in the United Kingdom ranked based on their research performance: a graph of 213K citations received by 10K academic papers made by these universities was used to calculate ratings and create the top.
About the Studentships The EPSRC Centre for Doctoral Training in Intelligent Games and Game Intelligence (IGGI) is inviting applications for up to three PhD Studentships in a four-year PhD in Intelligent Games and Game Intelligence. The PhD studentships will cover tuition fees and a stipend, and are available for home and EU (settled status) students.
Our Bristol Digital Futures Institute and the Bafta-winning game developer Supermassive Games are offering a fully funded PhD to explore social mobility in gaming and help propel the industry toward a more inclusive future.
The University of Sheffield invites applications from outstanding candidates for this PhD scholarship opportunity. The project is looking at understanding the interplay of selfish routing, social norms and the availability of transport modes for the development of sustainable mobility at urban and regional scale.
MSc — 2024 entry Psychology in Game Design and Digital Innovation Study on a course that puts you at the forefront of an emerging field in the globally expanding gaming sector, exploring how psychological principles and research can be applied to game design.
Computer Games MSc. Part of: Computer and Data Science. Video games are a $140bn+ global industry where creativity meets computing. This programme will give you the skills to design and develop games with state-of-the-art tools and technologies. You'll learn about the latest developments in artificial intelligence and machine learning, and how ...
Game studies faculty: Sandra Danilovic, Yifat Shaik, Kurt Thumlert, OPTION 2: Pick a Ph.D. Program with Ties to a Game Design Program. A second option is to get your Ph.D. through a program that, while not explicitly focused on games, allows you to take classes in an adjacent games-specific graduate program.
Find the best PhD programmes in the field of Game Design from top universities worldwide. Check all 16 programmes.
This degree in game design and game development provides the creative and technical skills you need for a career in video game development. The games development degree combines all aspects of theory, practice and technology essential to your career. You'll learn games programming and get the chance to explore creative aspects of games ...
Learn to design and create computer games using industry-standard production management tools and techniques that stimulate a professional environment of collaboration. The Game Development Design MA at Kingston University is designed to bring together students from science and arts backgrounds.
Game Design BSc combines coding, creativity, and critical theory to deliver a distinctive new provision in interactive audiovisual media. This interdisciplinary programme is one of the first of its kind in the Russell Group, combining modules from Computer Science and the School of the Arts to deliver a holistic grounding in how games are made, why they're made, and what they tell us about ...
Location: Innovation Center, Streatham Campus, Exeter The University of Exeter's Department of Computer Science is inviting applications for 4 PhD studentships fully-funded by the Faculty to commence on 23 September 2024 or as soon as possible thereafter. For eligible students the studentship will cover Home or International tuition fees plus an annual tax-free stipend of at least £18,622 ...
Research in this field draws upon supervisory expertise from within the School of Design and Informatics, including academics with track record in mathematics, computer science, games programming, and games industry experience.
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