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Games, Play & Interactive Media
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Games, Play & Interactive Media
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Arts & Design
Games, Play & Interactive Media
Also known as game design, video games, interactive media
how games and play work as culture, design and technology — from board games to video games and interactive media
Sources: Wikipedia
What this subject explores
- Feedback
- Game
- Gameplay
- Interactive Media
- Level/Stage
Sources & further reading
- Chung, Choi, Baker and Cai — The Effects of Math Video Games on Learning: A Randomized Evaluation Study (2014) ↗
- Chaarani et al. — Association of Video Gaming With Cognitive Performance Among Children (corrected article) ↗
- FTC — Final order concerning Fortnite purchases (2023) ↗
- FTC — Epic Games privacy and unwanted-charge settlements (2022) ↗
- Institute of Education Sciences — What Works Clearinghouse, study 90638 ↗
Put your curiosity to work
Careers in Games, Play & Interactive Media
Roles today
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Game Designer
Crafts the interactive systems that define player engagement.
Skills to build
- Systems Design
- Prototyping
- Level Design
- Narrative Design
- Unity/Unreal Engine
-
UI/UX Designer (Games)
Ensures intuitive navigation and an enjoyable aesthetic interaction.
Skills to build
- Wireframing
- User Research
- Figma/Adobe XD
- Usability Testing
- Information Architecture
-
Technical Artist
Optimises artistic assets for performance while maintaining visual fidelity.
Skills to build
- Scripting (Python/C#)
- Shader Development
- 3D Modelling Software
- Performance Optimisation
- Asset Pipelines
-
Producer (Games)
Orchestrates teams and resources to bring interactive visions to fruition.
Skills to build
- Project Management Software
- Budgeting
- Team Leadership
- Risk Management
- Agile/Scrum
Emerging roles
-
Narrative Designer (Interactive Storytelling)
Weaves compelling, adaptive stories for diverse interactive experiences.
Skills to build
- Scriptwriting
- Twine/Ink
- Character Development
- Worldbuilding
- Player Choice Architecture
-
Virtual/Augmented Reality Experience Designer
Designs compelling digital overlays and simulated realities.
Skills to build
- Unity/Unreal Engine (XR)
- Spatial Computing
- Haptic Feedback Design
- Prototyping
- User Testing (VR/AR)
-
Gamification Specialist
Leverages play mechanics to motivate behaviour in education, health, or business.
Skills to build
- Behavioural Psychology
- Incentive Design
- Data Analysis
- User Journey Mapping
- Workshop Facilitation
Where subjects meet
-
Causal Inference & Experiments ↗
Game Data Scientist
Analyses player behaviour data to inform design decisions and predict outcomes.
Skills to build
- A/B Testing
- Statistical Modelling (R/Python)
- SQL
- Data Visualisation
- Predictive Analytics
-
Neuro-Gaming Researcher
Explores the brain's response to interactive media for therapeutic or performance enhancement.
Skills to build
- EEG/fMRI Data Analysis
- Experimental Design
- Cognitive Psychology
- Biofeedback Systems
- Scientific Writing
-
Ethical AI Designer (Games)
Develops AI behaviours and game systems that consider fairness, bias, and player well-being.
Skills to build
- AI Ethics Frameworks
- Algorithmic Bias Detection
- Player Psychology
- Policy Development
- Dialogue Systems
-
Educational Game Developer
Designs interactive experiences specifically to facilitate learning and skill acquisition.
Skills to build
- Instructional Design
- Learning Theories
- Curriculum Development
- Game Engine Proficiency
- Assessment Design
Find your direction
Compare the choices that shape this path. There is no score or single right answer.
-
Do you want to build the *art* and *experience* of a game, or the *engine* that makes it run?
Both are absolutely essential for a game, but require very different skill sets and ways of thinking.
-
Do you thrive in a large, structured team environment or prefer the freedom and responsibility of a small, agile group?
Big studios offer stability and scale, while indie can offer more creative control and a direct impact on the entire project.
-
Is your main passion specifically for traditional video games, or for interactive experiences in a broader sense?
Many skills transfer between these areas, but the industries, job markets, and target audiences can be quite distinct.
-
Are you looking for a stable career path within an existing company, or are you willing to take risks to create your own vision?
Many successful independent creators start by gaining experience and connections in the industry first before venturing out on their own.
Where to study Games, Play & Interactive Media
Institutions and programmes to explore. Check each institution’s current programme and entry requirements before applying.
University of Southern California (USC)
GlobalBA/MFA in Interactive Media & Games
A pioneer in game design education, offering unparalleled industry connections and a robust curriculum for future media innovators.
New York University (NYU)
GlobalBFA/MFA in Game Design
Situated in a global media hub, it fosters experimental and critical approaches to game creation, shaping the next generation of interactive storytellers.
University of Utah
GlobalBS/MS in Entertainment Arts and Engineering
Offers a strong technical foundation alongside creative design, bridging academic rigor with industry relevance in the dynamic field of interactive entertainment.
DigiPen Institute of Technology
GlobalBS in Computer Science in Real-Time Interactive Simulation
A focused curriculum and project-based learning prepare students directly for the technical demands and creative challenges of the game industry.
National Institute of Design (NID), Ahmedabad
IndiaM.Des. in Digital Game Design
Cultivates a holistic design perspective, crucial for innovative interactive media experiences rooted in cultural understanding and user-centric principles.
IIT Bombay (IDC School of Design)
IndiaM.Des. in Interaction Design
Integrates rigorous engineering principles with user-centric design, fostering a deep understanding of interactive systems and their societal impact.
Manipal Academy of Higher Education (MAHE)
IndiaB.Sc. in Animation and Game Design
Offers practical exposure and a structured curriculum in game design, preparing students for a burgeoning industry with a blend of artistic and technical skills.
Watch
Read
- Homo Ludens: A Study of the Play-Element in Culture ↗A seminal work demonstrating how play is not merely a pastime but a fundamental, formative element of human culture and society.Johan Huizinga
- A Theory of Fun for Game Design ↗An accessible, insightful exploration into the essence of fun, arguing that games are fundamentally learning machines and good design facilitates mastery.Raph Koster
- Rules of Play: Game Design Fundamentals ↗The definitive academic primer on game design, offering a comprehensive framework for understanding games as systems, culture, and experience.Katie Salen Tekinbaş and Eric Zimmerman
- Reality Is Broken: Why Games Make Us Better and How They Can Change the World ↗A compelling argument for the transformative power of games, positing that their inherent challenges and rewards can inspire real-world problem-solving and collective action.Jane McGonigal
- Persuasive Games: The Expressive Power of Videogames ↗Introduces "procedural rhetoric" — the idea that games make their arguments not through words or pictures, but through their rules and systems.Ian Bogost
Voices to follow
- Jane McGonigal ↗Her work illuminates how game mechanics can be harnessed to foster resilience and address global challenges, transcending mere entertainment.Game designer, author, futurist
- Jesse Schell ↗A leading voice in game design pedagogy and practice, he offers profound insights into the craft and business of creating interactive experiences.Game designer, professor at Carnegie Mellon University, CEO of Schell Games
- Ian Bogost ↗He provides incisive, often provocative, critiques of games as cultural artifacts and their broader implications for society and technology.Professor of Media Studies, Georgia Institute of Technology; contributing editor, The Atlantic
- Brenda Romero ↗Her extensive career and innovative designs, particularly in exploring difficult themes through play, offer a masterclass in the medium's expressive power.Award-winning game designer; program director, University of Limerick
Glossary
- FeedbackThe information a game or system gives back to the player to show the results of their actions, often through sounds, visuals, or vibrations. For example, when you successfully hit an enemy in a game, the sound effect and flashing animation are forms of feedback.
- GameA structured form of play, usually undertaken for enjoyment, where players follow rules to achieve a goal. For example, Ludo is a game where you roll dice and move pieces to get them home before other players.
- GameplayHow a player interacts with a game, including the actions they take, the challenges they face, and the overall experience of playing. For example, a game with fast-paced combat and puzzle-solving has exciting gameplay.
- Interactive MediaAny digital or physical system that allows users to actively participate and influence what happens, rather than just passively watching or listening. For example, a video game is interactive media because your choices and button presses directly affect the characters and story.
- Level/StageA distinct section or area within a game that players must complete to advance, often with its own challenges and design. For example, in Super Mario, each new world or area you play through is considered a different level.
- MechanicsThe specific actions, systems, and rules that define how players interact with the game world and its elements. These are the "verbs" of the game. For example, jumping, shooting, and collecting items are common game mechanics.
- NarrativeThe story or plot that unfolds within a game, often driven by character actions, events, and player choices. For example, a role-playing game often has a rich narrative about heroes saving the world from a dark evil.
- ObjectiveThe specific goal or task that players try to achieve in a game to win or progress. For example, the objective in a racing game is usually to cross the finish line first.
- PlayFree, fun activity done for its own sake, often involving imagination and exploration, without a strict goal or rules. For example, building a fort out of blankets just for fun is a form of play.
- RulesThe guidelines or instructions that tell players what they can and cannot do in a game, defining how it works. For example, in chess, a knight must always move in an L-shape; that's one of its rules.
- User Interface (UI)The visual parts of a game or app that you see and use to control it, like buttons, menus, and on-screen information. For example, the health bar, mini-map, and inventory screen in a video game are all part of its user interface.
Threads 5
Where this connects to other fields, and why it's worth knowing.
- Causal Inference & Experiments Mathematics
A randomized evaluation of mathematics video games assigned access to an intervention and measured learning outcomes. This illustrates why comparing people who choose to play with nonplayers is insufficient: random assignment helps separate a game’s effects from prior ability, motivation and other differences between players.
- Neuroscience Psychology
An ABCD study examined children’s reported gaming alongside working-memory and response-inhibition tasks and brain imaging. Its observational design makes games a setting for studying cognition, while also showing an important limit: associations between gaming, task performance and brain activity do not establish that playing caused those differences.
- Cognitive Biases Psychology
The FTC’s Fortnite order addressed confusing purchase interfaces and unintended charges. In-game choices therefore provide a concrete setting for examining how interface prominence and friction can influence decisions. This enforcement case concerns choice design; it does not demonstrate that every player has a particular cognitive bias.
Sources: FTC — Final order concerning Fortnite purchases (2023) ↗
- Ethics and Moral Philosophy Philosophy
The FTC’s Epic Games cases concerned children’s privacy and unwanted purchases. They make game design an ethical question about informed consent, protection of children and responsibility for foreseeable harms, alongside a legal question about what protections a platform must provide.
Sources: FTC — Epic Games privacy and unwanted-charge settlements (2022) ↗
- How Learning Works Education
A fractions-game study reviewed by the What Works Clearinghouse used number-line tasks with feedback on answers. It provides a specific way to examine how practice and feedback support learning, and whether performance transfers to an assessment. Evidence for one tested design is not evidence that all games teach effectively.
Sources: Institute of Education Sciences — What Works Clearinghouse, study 90638 ↗
