Project Description

GAMING TECH

BASIC LEVEL – 1.3. Digital Adventures Programme
THIS COURSE IS AVAILABLE:

What will you learn?

The Gaming Market is already bigger than ever, but with the Covid-19 outbreak this field has gone far beyond expectations. In this course, we will break down the gaming world for you to get a comprehensive vision of this exciting subject.

This module introduces you to the course and what you can expect from it. Also, it gives you a historical review of the gaming world until the present.

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Everybody knows Super Mario; they have even grown up with him. It has been a phenomenon in gaming history. As a case study for this course, this module will analyse the evolution of this remarkable videogame until today and how it got to its success.

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In this module you will learn how AI or machine learning can help the gaming industry by giving the opportunity to design better and more engaging games.

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The way people access games is different now. In this module you will learn about the opportunities nowadays in the gaming industry with the rise of these new technologies.

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For a long time, the only way to play a game was through a screen, to which we are still used to and still do. However, there are technologies that can make us really go inside the screen or even the screen could go outside to your room. You will see in this module how these technologies are already being used to create more immersive and engaging games.

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In this module, you will explore the eSports world realizing how much potential it has even in comparison with traditional Sports. Also, you will have a review of the new entertainment way of today’s society through platforms like Twitch.

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All this technology and advancements give the opportunity to create very successful and profitable games. However, we should always have in mind that there is a social responsibility to always try to seek something good for society and the planet we all are sharing.

In this module, you will see how games can damage society and then how can they really make a change. Also, we will see some examples of how this is already happening.

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To wrap up this course we will look at the huge possibilities for the gaming world.

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Who is this course for?

  • People interested in the gaming world who want to know more about it and need a place where to start.
  • Professionals that work in the technology field who are interested in learning about the gaming industry for business purposes.
  • Any person who is very excited about the gaming world and would like to work in that area and want to know where they can fit in.

Why choose this course?

The students can expect from this course:

  • To get a comprehensive overall view of the gaming world, its history and potential future.
  • Knowledge and awareness on the various and innovative technologies that makes gaming a world nearly without limits.
  • Understanding the opportunities that gaming could introduce into our society and for the environment along with the risks which come from gaming.
Jason Bryan
JASON BRYAN
LECTURER

Making Roaming work since 1995.

Jason has worked for O2 UK for 10 years, Vodafone Roaming Services for 4 years, a small MVNO and two industry vendors and is experienced in Strategy and Commercial decision-making.

Jason has chaired GSMA Roaming Innovation Group and won four industry awards for Innovation and ideas.

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