The Master program consists of mandatory modules in the extent of 72 ECTS (including master thesis and research- or practice project). In addition, students choose two of the following specializations / study focuses (24 ECTS each):
- Game-based Education
- Game Design: Theories & Applications
- Emerging Technologies
- an individual study focus may be agreed upon with the course manager. This is intended to accommodate special professional priorities, objectives or competencies.
In the course of the study program, there will be 15 – 20 attendance days (blocked in 4-5 day units) on site at the University for Continuing Education Krems. The remaining course load will take the form of online attendance phases as well as self-study units. In cases where long distance travel would be required for live attendance in Krems, an increase of the distance-learning share can be agreed upon with the study program head on an individual base.
Mandatory Modules: Game Studies (30 ECTS)
Orientation
Studying Game Studies
Learning Results
- Students can compare different approaches within the research field of Game Studies
- Students can name aspects of Applied Game Studies
- Students can discuss the implications of gender and diversity aspects within the research field of Game Studies
- Students can formulate their own research interests within the research field of Game Studies
- Students can identify connections between the research field of Game Studies and their own current or desired field of activity
ECTS-Points
6
Game Studies Fundamentals
Games as a Medium
Learning Results
- Students can compare the medium of games with other media on the level of formal elements and design principles.
- Students can critically reflect on game design processes on the basis on an own game design project.
ECTS-Points
6
The Impact of Games
Learning Results
- Students can critically reflect on current discourses surrounding possible "positive effects" of digital games on a solid theoretical and methodological basis.
- Students can critically reflect on current discourses surrounding possible "negative effects" of digital games on a solid theoretical and methodological basis.
ECTS-Points
6
Games & Society
Learning Results
- Students can critically reflect aspects of player communities and their research, including gender and diversity aspects.
- Students can critically reflect aspects of the gaming industry and their research, including gender and diversity aspects.
ECTS-Points
6
Games, Play & Culture
Learning Results
- Students can reflect on the importance of selected critical perspectives of cultural studies as criteria for the analysis of games.
- Students can critically reflect theoretical concepts of play and games as critical perspectives on social and cultural phenomena.
ECTS-Points
6
Specialized Electives (2 x 24 ECTS)
Game-based Education
Key Aspects of Game-based Eduation
Learning Results
- Students can reflect on the importance of selected critical perspectives of cultural studies as criteria for the analysis of games.
- Students can critically reflect theoretical concepts of play and games as critical perspectives on social and cultural phenomena.
ECTS-Points
3
Socio-Cultural Dimensions of Game-based Education
Learning Results
- Students can formulate critical approaches to the subject "Gaming Culture(s) & Identities".
- Students can critically reflect on aspects of gaming literacies.
ECTS-Points
6
Game-based Learning
Learning Results
- Students can identify the pedagogical potential of games and game-based social and cultural practices and phenomena.
- Students can create concepts for the use of game-based learning methods.
- Students can develop a pedagogically oriented playable game prototype (analog or digital).
ECTS-Points
6
Research/Practice Project: Game-based Education
Learning Results
- Students can develop an independent project on a topic of their own choice from the subject area "Game-based Education".
- Students can carry out an independently developed project on a topic of their own choice from the subject area "Game-based Education".
- Students can apply gender & diversity perspectives to critically reflect on topics from the subject area “Game-based Education”.
ECTS-Points
6
Game Design: Theories & Applications
Game Design in Context
Learning Results
- Students can critically reflect on the relevance of theoretical concepts in the game design process.
- Students can critically reflect on the significance of different professional domains of game development for the practice of game design.
- Students can critically reflect on the socio-cultural framework of the practice field of game design.
ECTS-Points
9
The Game Design Process
Learning Results
- Students can critically reflect on the value of selected game prototyping strategies.
- Students can critically reflect systemic storytelling approaches in game design.
- Students can critically reflect on potentials and limitations of low- and no-code tools and strategies of game development.
ECTS-Points
9
Research/Practice Project: Game Design: Theories & Applications
Learning Results
- Students can develop an independent project on a topic of their own choice from the subject area "Game Design: Theories & Applications".
- Students can carry out an independently developed project on a topic of their own choice from the subject area "Game Design: Theories & Applications".
- Students can apply gender & diversity perspectives to critically reflect on topics from the subject area “Game Design: Theories & Applications”.
ECTS-Points
6
Emerging Technologies
Emerging Technologies & Society
Learning Results
- Students can describe the innovative character of selected current developments in the field of emerging technologies.
- Students can perform simple operations using selected applications in the field of emerging technologies.
- Students can critically reflect on the social and ethical implications of selected emerging technologies.
ECTS-Points
9
Emerging Technologies: Recent Developments
Learning Results
- Students can critically reflect on the significance of recent developments in the field of Artificial Intelligence.
- Students can critically reflect on the significance of recent developments in the field of data processing & transfer.
- Students can critically reflect on the significance of the latest developments in the field of Production Technologies.
ECTS-Points
9
Research/Practice Project: Emerging Technologies
Learning Results
- Students can develop an independent project on a topic of their own choice from the subject area "Emerging Technologies".
- Students can carry out an independently developed project on a topic of their own choice from the subject area "Emerging Technologies".
- Students can apply gender & diversity perspectives to critically reflect on topics from the subject area “Emerging Technologies”.
ECTS-Points
6
Individual Study Focus (24 ECTS)
Allgemeine Informationen
Contents
Upon consultation with the course manager, students can choose an individual study focus. This study focus can be composed of elective course modules from the Center for Applied Game Studies‘ elective course offerings (internal qualifications) or of course modules either from other educational institutions, or from non-formal or informal educational achievements (external qualifications). Combinations of internal and external qualifications are also possible. In any case, the individual study focus must always include a Research-/Practice-Project.
!!! Applications for recognition of qualifications which have been acquired before commencement of studies must be submitted no later than the second semester after admission to study.
Option 1: Interne Qualifikation
Contents
Students can choose modules up to the extent of 18 ECTS from the Center for Applied Game Studies‘ elective course offerings, as long as these modules are not taken as part of the first chosen study focus.
Option 2: Externe Qualifikationen
Contents
After individual revision, modules from other educational institutions, or from non-formal (e.g., in-company trainings) or informal (e.g., learning experiences in professional or non-professional contexts) educational achievements can be recognized as part of the individual study focus (up to the extent of 18 ECTS).
Research/Practice Project: Individual Study Focus
Learning Results
The individual study focus must include a Research-/Practice Project. Upon consultation with course management and after agreeing on a suitable topic, students may conduct this project as part of their studies. Alternatively, projects conducted or practical experience gained outside the study program can – after individual revision – be recognized.
Mandatory Modules: Methodology & Research (42 ECTS)
Methods of Arts & Cultural Studies
Academic Writing (for Arts & Cultural Studies)
Learning Results
- Students are able to apply methods of scientific text production.
- Students are able to reflect on the significance of functional, formal, and stylistic aspects of academic text production for the field of arts & cultural studies.
ECTS-Points
3
Digital Competencies for Arts & Cultural Studies
Learning Results
- Students are able to purposefully apply basic digital tools for locating, processing, and distributing data.
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Students are able to use literature management applications to establish their own literature database.
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Students can evaluate potentials and limitations of new technologies for the field of arts & cultural studies.
ECTS-Points
3
Academic Writing (for Arts & Cultural Studies)
Learning Results
- Students can develop research questions based on different critical approaches (including gender and diversity approaches) in cultural studies.
- Students can reflect on the importance of critical approaches (including gender and diversity approaches) to work in arts and cultural studies.
ECTS-Points
3
Inter- and Transdisciplinary Methods in Arts & Cultural Studies
Learning Results
- Students are able to critically evaluate the significance of inter- and transdisciplinary methods in the field of arts & cultural studies.
- Based on exemplary research questions, Students can identify the most appropriate inter-/transdisciplinary methods.
- Students can outline research designs based on selected inter-/transdisciplinary methods.
ECTS-Points
3
Source Analysis and Media Literacy
Learning Results
- Students can critically evaluate how arts and cultural studies methods of approaching and analyzing sources determine the production of knowledge in these fields.
- Students can compare and discuss source analytical methods in arts & cultural studies in regard to their potential for the development of media competency / (digital) media literacy.
ECTS-Points
3
Master Thesis Project
Master Thesis Colloquia
Learning Results
- Students can develop and present a research plan for their Master-Thesis project.
- Students can present their own Master-Thesis Project and respond to feedback.
ECTS-Points
6
Master Thesis
Learning Results
a. Students can develop and present a research plan for their Master-Thesis project.
b. Students can present their own Master-Thesis Project and respond to feedback.
ECTS-Points
21
Schedule
On-site modules at the University for Continuing Education Krems:
SS 2024 & WS 2024/25:
Orientation & Game Studies Fundamentals:
Course week 1 / Course Start: 24. - 28. March 2024
Course week 2: July 2024 (Date follows)
Course week 3: August 2024 (Date follows)
Course week 4: Date follows
SS 2025 & WS 2025/26:
Study Focus 1:
Course week 1: Easter Week 2025 (Date follows)
Course week 2: July 2025 (Date follows)
Course week 3: August 2025 (Date follows)
SS 2026 & WS 2026/27:
Study Focus 2:
Course week 1: Easter Week 2026 (Date follows)
Course week 2: July 2026 (Date follows)
Course week 3: August 2026 (Date follows)
Methods of Arts & Cultural Studies
As part of the master’s program, students need to take five methods courses. These courses are jointly offered by the teaching staff of the University’s Department for Arts & Cultural Studies, they will be held on a regular basis and will be well integrated into the general course schedule
Master Thesis Project:
In addition to successful completion of the mandatory modules and specializations (study focusses), students will be expected to:
- conduct their master thesis project during their final year of study
- participate in two separate master thesis colloquia (which are offered once per semester).
Regular date of master thesis defense: February 2028 (see below for reduction of study duration)
Blended Learning: In addition to the on-site courses at the University for Continuing Education Krems, a large part of the study work is done in online self-study phases (independent study of material, writing assignments, practical exercises, etc.). Furthermore, online attendance sessions take place.
Reduction of study duration: The regular duration of the study program is 8 semesters (4 years). Early graduation is possible after 6 semesters. provided that all methods courses as well as the master’s thesis are completed by the end of the 6th semester. (Defense dates are offered at the end of each semester.)
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