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COMN13-311: Computer Game Industry and Policy January 2018 [Standard]

General information

The composition and size of the computer game industry is undergoing rapid change. This subject will outline the relationship between developers, distributors, retailers and regulators both globally and in Australia. Issues such as trade practices, copyright and IP are examined. Case studies of major computer game-related companies, organisations and regulatory bodies including current market data provide students with a contemporary overview of the industry. On completion of this class, successful students will have a high level of knowledge necessary to work in the interactive entertainment industry.

Changes due to Commonwealth Games: The University has marginally altered the timetable for the January semester of 2018 (181) to ensure that students have the opportunity to engage with the Commonwealth Games to be held in April 2018. The modified timetable has been designed to not impact on overall subject or program learning outcomes. Some subjects may be delivered in a slightly modified mode to accommodate the change. Specific arrangements will be included on the iLearn site for each subject. All changes to the class schedule have the full approval of University and Academic Unit administration and will not adversely affect student learning or assessment.


Academic unit:Faculty of Society & Design
Subject code:COMN13-311
Subject title:Computer Game Industry and Policy
Subject level:Undergraduate
Semester/Year:January 2018
Credit points:10

Delivery & attendance

Delivery mode:


Workload items:
  • Computer Lab: x12 (Total hours: 24) - Laboratory
  • Computer Lab: x12 (Total hours: 12) - Laboratory


Prescribed resources:
  • Brent Rabowsky (2010). Interactive Entertainment. Oxnard: Radiosity Press , 264.
After enrolment, students can check the Books and Tools area in iLearn for the full Resource List.
[email protected] & Email:[email protected] is the online learning environment at Bond University and is used to provide access to subject materials, lecture recordings and detailed subject information regarding the subject curriculum, assessment and timing. Both iLearn and the Student Email facility are used to provide important subject notifications. Additionally, official correspondence from the University will be forwarded to students’ Bond email account and must be monitored by the student.

To access these services, log on to the Student Portal from the Bond University website as

Enrolment requirements

Requisites: ?


Restrictions: ?


Assurance of learning

Assurance of Learning means that universities take responsibility for creating, monitoring and updating curriculum, teaching and assessment so that students graduate with the knowledge, skills and attributes they need for employability and/or further study.

At Bond University, we carefully develop subject and program outcomes to ensure that student learning in each subject contributes to the whole student experience. Students are encouraged to carefully read and consider subject and program outcomes as combined elements.

Program Learning Outcomes (PLOs)

Program Learning Outcomes provide a broad and measurable set of standards that incorporate a range of knowledge and skills that will be achieved on completion of the program. If you are undertaking this subject as part of a degree program, you should refer to the relevant degree program outcomes and graduate attributes as they relate to this subject.

Find your program

Subject Learning Outcomes (SLOs)

On successful completion of this subject the learner will be able to:
  1. Demonstrate knowledge of the structure and function of the interactive entertainment industry both in Australia and the world.
  2. Read and analyse investor and market communications about the interactive entertainment industry.
  3. Review and report on issues that impact on the functioning of organisations in the interactive entertainment and to identify policy implications of these.


Assessment details

TypeTask%Timing*Outcomes assessed
Capstone Project § Analytical Charrettes (Short Group Projects) 50% Fortnightly 1, 2, 3.
Essay Industry Analysis Paper 1 (The Past) 10% Week 4 1, 2, 3.
Essay Industry Analysis Paper 2 (The Present) 15% Week 8 1, 2, 3.
Essay Industry Analysis Paper 3 (The Future) 25% Week 12 1, 2, 3.
  • § Indicates group/teamwork-based assessment
  • * Assessment timing is indicative of the week that the assessment is due or begins (where conducted over multiple weeks), and is based on the standard University academic calendar
  • C = Students must reach a level of competency to successfully complete this assessment.

Assessment criteria

High Distinction 85-100 Outstanding or exemplary performance in the following areas: interpretative ability; intellectual initiative in response to questions; mastery of the skills required by the subject, general levels of knowledge and analytic ability or clear thinking.
Distinction 75-84 Usually awarded to students whose performance goes well beyond the minimum requirements set for tasks required in assessment, and who perform well in most of the above areas.
Credit 65-74 Usually awarded to students whose performance is considered to go beyond the minimum requirements for work set for assessment. Assessable work is typically characterised by a strong performance in some of the capacities listed above.
Pass 50-64 Usually awarded to students whose performance meets the requirements set for work provided for assessment.
Fail 0-49 Usually awarded to students whose performance is not considered to meet the minimum requirements set for particular tasks. The fail grade may be a result of insufficient preparation, of inattention to assignment guidelines or lack of academic ability. A frequent cause of failure is lack of attention to subject or assignment guidelines.

Quality assurance

For the purposes of quality assurance, Bond University conducts an evaluation process to measure and document student assessment as evidence of the extent to which program and subject learning outcomes are achieved. Some examples of student work will be retained for potential research and quality auditing purposes only. Any student work used will be treated confidentially and no student grades will be affected.

Study information

Submission procedures

Students must check the [email protected] subject site for detailed assessment information and submission procedures.

Policy on late submission and extensions

A late penalty will be applied to all overdue assessment tasks unless an extension is granted by the subject coordinator. The standard penalty will be 10% of marks awarded to that assessment per day late with no assessment to be accepted seven days after the due date. Where a student is granted an extension, the penalty of 10% per day late starts from the new due date.

Policy on plagiarism

University’s Academic Integrity Policy defines plagiarism as the act of misrepresenting as one’s own original work: another’s ideas, interpretations, words, or creative works; and/or one’s own previous ideas, interpretations, words, or creative work without acknowledging that it was used previously (i.e., self-plagiarism). The University considers the act of plagiarising to be a breach of the Student Conduct Code and, therefore, subject to the Discipline Regulations which provide for a range of penalties including the reduction of marks or grades, fines and suspension from the University.

Bond University utilises Originality Reporting software to inform academic integrity.

Feedback on assessment

Feedback on assessment will be provided to students within two weeks of the assessment submission due date, as per the Assessment Policy.

Disability support

If you have a disability, illness, injury or health condition that impacts your capacity to complete studies, exams or assessment tasks, it is important you let us know your special requirements, early in the semester. Students will need to make an application for support and submit it with recent, comprehensive documentation at an appointment with a Disability Officer. Students with a disability are encouraged to contact the Disability Office at the earliest possible time, to meet staff and learn about the services available to meet your specific needs. Please note that late notification or failure to disclose your disability can be to your disadvantage as the University cannot guarantee support under such circumstances.

Subject curriculum

In this class, we outline the big picture' of the games industry from content creation to content delivery and everything in between. Key concepts include 'structure' 'function' and 'conduct'.


The glamour child of the games industry, the technical whiz-bang of consoles and PCs is hard to beat for a good story and marketing mix. This class explores the big stakes industry.

1, 2, 3.

Once the new kids on the block, handheld and MMO games arose out of growing technical capacity and growing games literacy among a larger audience: Mobile games provide new opportunities and lower barriers to entry for new developers.

1, 2, 3.

Online, casual, and serious are now the newest segment of a rapidly changing industry. And indie games are seemingly outside the industry entirely. What could this odd bunch have in common? Business models!

1, 2, 3.

When most people think of the games industry, this is what they think of: making games using art, animation, sound, programming, QA testing, story and challenge. And management, too...

1, 3.

What are the components of the game development process and what documents are used? This session is designed to cover how game projects are joined by their component parts.

1, 3.

The suits are the folks who distribute and sell the games to retailers. This week we turn our attention to the publishers – and self-publishers!

1, 2, 3.

There are hundreds of men and women who promote and cover the games industry. This class explores the critical importance of communicating about games.

1, 2, 3.

The distribution and sales of computer entertainment has undergone a migration from physical to digital format, opening up avenues for many alternative sales models.

1, 2, 3.

Sure, the game is the main product. But licensed products and in-box ancillaries are a significant source of marketing and revenue that even small devs need to know, especially in the age of crowdfunding.

1, 2, 3.

One concern of the industry is the relentless view that games cause violence and other harms. This week we explore the classification systems around the world to find out how well they protect children and adults and how the industry must operate to meet obligations in different markets.

1, 2, 3.

DRM, TPM, Copyright, Intellectual Policy and Legal Documentation: These are pressing concerns for the games industry today and all relate to protecting brands, properties and revenue.

1, 2, 3.
Approved on: Nov 15, 2017. Edition: 2.1
Last updated: Jan 14, 2020.