General Information

Overview

With our Bachelor of Games and Interactivity/ Bachelor of Applied Innovation you'll learn about how gaming, interactive play and constant innovation are embedded in our culture and technology.  You'll collaborate in small and large groups designing, developing and playtesting games in a studio environment - all leading toward the development of an original game in your final year.

Study structure

Successful completion of the Bachelor of Games and Interactivity/ Bachelor of Applied Innovation requires students to complete units of study to the value of 300 credit points. All units of study are valued at 12.5 credit points unless otherwise stated.

  • Full-time study: 100 credit points/eight standard units of study per year

  • Part-time study: 50 credit points/four standard units of study per year

  • One credit point is equivalent to one hour of study per week per semester (including contact hours and private study)

  • See the course planner for an example degree structure.

  • Full-time study: 100 credit points/eight standard units of study per year

  • One credit point is equivalent to one hour of study per week per semester (including contact hours and private study)

  • See the course planner for an example degree structure.

Units of study Unit code
Core units
Sound Design and Acquisition
Core unit, 12.5 credit points
FTV10005
Introduction to Game Studies
Core unit, 12.5 credit points
ART10004
3D Modelling for Objects and Environments
Core unit, 12.5 credit points
DDD20022
Principles of Game Design
Core unit, 12.5 credit points
GAM10002
Introduction to Games Production
Core unit, 12.5 credit points
GAM20001
Pervasive Game Design Lab
Core unit, 12.5 credit points
GAM20002
Digital Game Prototyping Lab
Core unit, 12.5 credit points
GAM20003
Writing for Interactive Narratives
Core unit, 12.5 credit points
GAM20004
Games & Interactivity Project 1
Core unit, 12.5 credit points
GAM30002
Behaviour and Motivation in Games
Core unit, 12.5 credit points
ART30003
Games & Interactivity Project 2
Core unit, 12.5 credit points
GAM30003
User-Centred Design & Evaluation
Core unit, 12.5 credit points
GAM30004
Units of study Unit code
Core units
Exploring Creativity and Innovation
Core unit, 12.5 credit points
INV10001
Fundamentals of Innovation Practice
Core unit, 12.5 credit points
INV10002
Innovation Sandpit
Core unit, 12.5 credit points
INV10003
Responsible Innovation Futures
Core unit, 12.5 credit points
INV10004
Innovation for Challenges of Today
Core unit, 12.5 credit points
INV20001
Innovation for the Future
Core unit, 12.5 credit points
INV20002
Applied Innovation Internship
Core unit, 12.5 credit points
INV20003
Applied Innovation Studio A
Core unit, 25.0 credit points
INV30001
Applied Innovation Studio B
Core unit, 25.0 credit points
INV30002
Leadership and Facilitation of Innovation
Core unit, 12.5 credit points
INV30003

Choose from a combination of the following course components to complete 100 credit points of other study. Students may also select elective units (12.5 credit points each).

A co-major is a major in a field of study outside this course. You can choose one in addition to a first major. Co-majors will not be named on your testamur certificate however will be shown on your transcript of results.
  • Accounting
  • Advertising 
  • Animation
  • Biotechnology
  • Business Analysis
  • Businis Analytics and Analysis
  • Cinema and Screen Studies 
  • Climate and Social Justice
  • Computer Sience
  • Creative Writing and Literature 
  • Criminology
  • Data Analytics
  • Digital Advertising Technology
  • Entrepreneurship and Innovation
  • Environmental Science 
  • Environmental Sustainability 
  • Ethics and Technology
  • Finance 
  • Financial Planning 
  • Global Studies 
  • History 
  • Human Resource Management
  • Indigenous Studies 
  • Information Systems 
  • Journalism 
  • Logistics and Supply Chain Management 
  • Management 
  • Marketing 
  • Media Industries 
  • Neuroscience 
  • Perspectives on Globalisation 
  • Philosophy 
  • Politics and International Relations 
  • Politics, Power and Technology
  • Profesional and Creative Writing 
  • Professional and Creative Editing 
  • Psychology 
  • Public Relations 
  • Screen Production 
  • Screen Studies and Popular Culture 
  • Social Media 
  • Space Technology 
  • Sport Management
Advanced minors are a structured set of 4 units or 50 credit points in a field of study which builds upon your first major. Advanced minors can only be taken in conjunction with specific majors - more information will be available soon.
  • 3D Modelling and Animation Advanced 
  • Visual Effects Advanced
Minors are a structured set of 4 units or 50 credit points and may be chosen from any field of study.
The following minors are suggested for this course. Please also refer to the full list of available minors.
 
  • Accounting
  • Advertising 
  • Applied Mathematics 
  • Applied Psychology
  • Aviation 
  • Biomedical Science 
  • Biotechnology
  • Branded Environments 
  • Chemistry
  • Cinema and Screen Studies 
  • Climate and Social Justice 
  • Communication Design 
  • Computer Science
  • Creative Writing 
  • Criminology 
  • Data Analytics 
  • Data Science 
  • Design Principles and Processes 
  • Digital Advertising Technology 
  • Digital Marketing 
  • Diversity and Multiculturalism 
  • Editing 
  • Engineering 
  • Entrepreneurship 
  • Ethics and Technology 
  • Film and Television Theory 
  • Finance 
  • Games and Interactivity 
  • Health Statistics 
  • Health Societies 
  • Higher Mathematics 
  • History 
  • Human Resource Management 
  • Indigenous Studies 
  • Industrial Design 
  • Information and Communication Technology 
  • Innovation 
  • Interior Architecture 
  • Interior Documentation and Construction 
  • International Relations and Security 
  • Journalism 
  • Literature 
  • Management 
  • Management for Health 
  • Managing Information Systems 
  • Marketing 
  • Media Industries 
  • Motion Design 
  • Neuroscience 
  • Nutrition 
  • Perspectives on Globalisation 
  • Philosophy 
  • Photomedia 
  • Physics 
  • Politics and International Relations 
  • Professional and Creative Writing 
  • Public Relations 
  • Screen Studies and Popular Culture 
  • Social Impact 
  • Social Media 
  • Sociology 
  • Space Technology Minor 
  • Web Development

Any of the following units may be undertaken.

  • ACC10007 Financial Information for Decision Making
  • ADV10001 Principles of Advertising
  • ANI10001 Introduction to Animation
  • ANI10003 History of Animation
  • ANI10004 Introduction to Character and Environment Design
  • BIO10004 Anatomy and Physiology
  • CHE10004 Introduction to Chemistry
  • CHE10007 Introduction to Forensic Science
  • COM10007 Professional Communication Practice
  • COS10009 Introduction to Programming
  • DDD10001 Twentieth Century Design
  • DDM10005 Imaging for Narrative and Storyboards
  • DDM10006 Typography for Screen and Motion
  • DIG10004 Digital Video and Audio
  • ECO10004 Economic Principles
  • FOR10001 Introduction to Forensic Psychology
  • HEA10001 Introduction to Health Sciences
  • HIS10003 Global History
  • HRM10003 Human Resource Management
  • INB10002 International Business Operations
  • INF10002 Database, Analysis and Design
  • INS10001 Connecting with Culture: Indigenous Australian Experiences
  • JOU10004 News Writing
  • JOU10007 Media Content Creation
  • JOU10008 Journalism Features
  • LAW10004 Introduction to Business Law
  • MDA10001 Introduction to Media Studies
  • MDA10003 Screen Studies: Movies, Television and Ourselves
  • MDA10006 Innovation Cultures: Perspectives On Science and Technology
  • MGT10001 Introduction to Management
  • MKT10007 Fundamentals of Marketing
  • NEU10002 Neuroscience
  • NTR10001 Introduction to Nutrition
  • POL10001 Australian Politics
  • POL10002 International Politics
  • PWR10002 Editing for Writers
  • PWR10004 Writing Short Non-Fiction
  • SOC10004 Sociological Foundations
  • SOC10005 Environment and Society: Problems and Solutions
  • SOC10012 Global Perspectives on Modernity
  • SOC10013 Identity and Social Change
  • SPO10002 Introduction to Sports Psychology
  • STA10003 Foundations of Statistics
  • CAR20001 Future Work Skills
  • CRI20001 Policing: Systems and Practice
  • DDD10009 Introduction to Digital Imaging
  • DDD20022 3D Modelling for Objects and Environments
  • DDD20023 3D Character Modelling
  • DIG20001 Digital Narratives
  • DIG20005 User Experience Design
  • HIS20003 Propaganda: A History of Media and Politics
  • INF20010 Database Systems
  • JOU20004 Broadcast News Reporting
  • JOU20006 Media, Law and Ethics
  • JOU20007 Media Production
  • LIT20001 Reading, Writing and Criticism
  • LIT20002 Australian Writing: Mapping Diversity
  • MDA20001 Business of Media
  • MDA20003 Networked Selves
  • MDA20007 Screen Franchising and Innovation
  • MDA20009 Digital Communities
  • MDA20018 Popular Culture of Asia
  • MKT20019 Marketing Research and Analytics
  • MKT20021 Integrated Marketing Communication
  • MKT20025 Consumer Behaviour
  • NEU20004 Neurological Monitoring
  • NEU20006 Neurophysiology
  • PEH20004 Built and Sustainable Communities
  • PEH20005 Communicable Disease Control
  • PHI20001 Environmental Philosophy
  • PHI20006 Philosophy, Media, Culture
  • PHI20007 Philosophy, Politics, and Society
  • POL20008 Australian Foreign Policy
  • POL20009 Dictators and Democrats: Comparative Politics
  • POL20010 International Relations and Security Studies
  • POL20011 Conflict Resolution
  • PSY20007 Developmental Psychology
  • PSY20016 Social Psychology
  • PUB20001 Global Public Relations Practice
  • PUB20002 Public Relations Theory and Practice
  • PUB20003 Public Relations Writing
  • PWR20002 Editing Techniques
  • PWR20003 Writing Creative Non- Fiction
  • SOC20003 Families, Relationships and Sexuality 
  • SOC20004 Sociological Perspectives 
  • SOC20013 Race, Ethnicity and Migration
  • STA20006 Analysis of Variance and Regression
  • STA20008 Statistics for Forensics 
  • BUS30009 Industry Consulting Project
  • COS30020 Advanced Web Development
  • CRI30002 Corrections: Systems and Practice
  • DIG30001 Digital Marketing Project 1
  • DIG30002 Digital Marketing Project 2
  • DIG30003 Advertising Technology
  • FOR30001 Advanced Topics in Forensic Psychology
  • HIS30007 War and Peace in the 20th Century
  • HIS30012 History, Politics and Human Rights
  • INS30002 Indigenous Knowledges
  • JOU30001 Investigative Journalism
  • JOU30009 Video Project
  • LIT30004 Literary Industry Practice
  • MDA30006 Media and Communications Project A
  • MDA30007 Media and Communications Project B
  • MDA30009 Radio, Audio and Podcasting
  • MDA30011 Global Screen Studies: Beyond Hollywood
  • MDA30016 Screen Technology and Culture
  • MDA30017 Media Analytics and Visualisation
  • MDA30018 Media Futures
  • NEU30002 Sleep and Attention
  • NEU30003 Abnormal Psychophysiology
  • NEU30004 Higher Cortical Functions
  • PHI30008 Ethics
  • POL30009 Critical Perspectives On Terrorism
  • POL30010 The Politics of Public Policy
  • POL30011 Crisis Points: Global Challenges
  • POL30018 Cyber Crime and Security
  • PSY30003 Psychology Project
  • PSY30008 Psychology of Personality
  • PSY30010 Abnormal Psychology
  • PUB30001 Events Management
  • PUB30001 Issues, Crisis and Risk Communication
  • PWR30002 Novel Writing
  • SOC30013 Global Gender and Sex

Learning outcomes

On successfull completion of this course students will be able to: 

  • systematically review and critically evaluate research from a variety of sources to inform their knowledge and conceptual understandings of Games and Interactivity
  • formulate arguments that are fit for purpose and demonstrate an understanding of the relevant theories and evidence in the area of Games and Interactivity
  • critically analyse information to generate creative solutions to solve complex problems in the area of Games and Interactivity
  • define and integrate theoretical principles and apply these in the area of Games and Interactivity
  • apply knowledge and skills with responsibility and accountability for their own learning and practice, individually and in collaboration with others
  • Interpret and communicate ideas, problems and arguments in modes suitable to a range of audiences using a range of media
  • Coherently articulate a line of reasoning demonstrating cultural sensitivity and apply a framework to analyse and offer solutions to ethical dilemmas in local and international contexts
  •  Apply a series of thinking systems, creativity toolkits and innovation frameworks to design contextually-relevant solutions addressing local and global challenges in and outside their discipline
  • Identify and articulate opportunities to innovate and create impact informed by user-centred research and/or data
  • Adapt their discipline skillsets in new situations in response to complex and changing contexts, including interdisciplinary environments
  • Facilitate and contribute to innovation teams that seek solutions to complex challenges, using inclusive collaboration practices to leverage different skills and perspectives
  • Navigate commercial, human and technical requirements aided by prototyping and testing to deliver solutions that create value
  • Communicate the value of experimentation, ideas and innovation with confidence in developing solutions to investors, potential partners, employers or other stakeholders
  • Develop futures-focused innovations that integrate responsible social, technological and environmental factors

Career opportunities

Career outcomes will vary depending on discipline focus and individual majors, and complement discipline employability skills through innovation capabilities. Graduates will have the skills and attributes for a range of professional innovation roles including Innovation Consultant, Innovation Lead, Innovation Analyst, Strategic Designer, Creative Producer, Start-up Founder, Human-Centred Researcher, Self-employed Entrepreneur, Product Manager, Transformation Lead, Innovation Strategist and Innovation Manager.

Course rules

To qualify for the double award of Bachelor of Games and Interactivity/Bachelor of Applied Innovation students must complete 400 credit points comprising:

  • Eight [8] core units of study (100 credit points)
  • Eight [8] units of study from the Games and Interactivity major (100 credit points)
  • Six [6] units of study from the Applied Innovation major (100 credit points)
  • Eight [8] units of other studies comprising a co-major, minor/s or electives (100 credit points)

Students must not complete more than 200 credit points (normally 16 units) at Introductory level.

A unit of study can only be counted once, where units are shared between majors and/or minors, students must choose an approved alternative.

Professional placements

Domestic students also have an opportunity to undertake a WIL Professional Placement through a competitive selection process. Please note that due to government regulation international students holding a student visa are not able to undertake Professional Placements in this course.

Students who undertake a 12 month professional placement are subject to the following course rules and must complete 475 credit points comprising:

  • Eight [8] core units of study (100 credit points)
  • Eight [8] units of study from the Games and Interactivity major (100 credit points)
  • Six [6] units of study from the Applied Innovation major (100 credit points)
  • Six[6] units of other studies comprising a minor and/or electives (75 credit points)
  • Four [4] units of study of the Professional Placement Co-Major (100 credit points)

Students who elect to undertake a 6 month professional placement are subject to the following course rules and must complete 437.5 credit points comprising:

  • Eight [8] core units of study (100 credit points)
  • Eight [8] units of study from the Games and Interactivity major (100 credit points)
  • Six [6] units of study from the Applied Innovation major (100 credit points)
  • Seven [7] units of other studies comprising a minor and/or electives (87.5 credit points)
  • Two [2] units of study from the Professional Placement Minor (50 credit points

Maximun accreditation

The maximum level of credit that can be granted for the Bachelor of Games and Interactivity/Bachelor of Applied Innovation is 200 credit points (normally 16 units), 100 credit points maximum from each discipline.

Admission criteria

Information about Swinburne's general admission criteria can be found at Admissions at Swinburne - Higher Education webpage.

Entry requirements

A. Applicants with recent secondary education (within past three years)

ATAR

This course uses the ATAR as part of its selection considerations.

Guaranteed ATAR: if you receive an ATAR of 65 or higher and meet allthe essential requirements for this course, you will be guaranteed an offer.

Educational history 

An applicant's entire academic history, including ATAR results, will be considered for entry into this course. 

Selection rank adjustments 

Selection ranks for this course will be calculated based on your ATAR with adjustments to overall study scores based on subjects studied, location of your home address, SEAS application, and participation In Swinburne's Early Leaders program. For further details about selection rank adjustments, see Admissions at Swinburne

Subject Adjustments 

A study score of 25 in Art, Applied Computing: Software Development, Media, Interactive Digital Media C, Creative and Digital Media (VCE VET) I, Studio Arts or Visual Communication Design equals 4 aggregate points per study. Overall maximum of 10 points. Meeting course prerequisites 

VCE units 3 and 4: a study score of at least 25 in any English (except EAL) or at least 30 in English as Alternate Language (EAL) or equivalent.

ATAR profile for those offered places wholly or partly on the basis of ATAR in Semester 1 2023

ATAR-Based offers only, across all offer rounds ATAR
Excluding adjustment factors
Selection Rank
ATAR + any adjustment factors
Highest rank to receive an offer <5 <5
Median rank to receive an offer <5 <5
Lowest rank to receive an offer <5 <5

B. Applicants with higher education study

Educational history 

An applicant's entire academic history, including results from previous higher education study will be considered for entry into this course. If previous higher education qualifications are incomplete, results must have been obtained in the last seven years. 

Meeting course prerequisites 

As for Year 12 or equivalent. 

STAT/Bridging courses 

Results from the STAT Multiple Choice will be considered for applicants without an ATAR and whose post-secondary studies do not meet the minimum requirements. Applicants who do not meet the English prerequisites can sit STAT Written English. STAT results are valid for two years.

C. Applicants with vocational education and training (VET) study

Educational history 

An applicant's entire academic history from the past seven years, including complete and/or incomplete post-secondary VET studies, will be considered for entry into this course. Only graded results will be considered. 

Meeting course prerequisites 

As for Year 12 or equivalent. 

STAT/Bridging courses 

Results from the STAT Multiple Choice will be considered for applicants without an ATAR and whose post-secondary studies do not meet the minimum requirements. Applicants who do not meet the English prerequisites can sit STAT Written English. STAT results are valid for two years.

D. Applicants with work and life experience

Entire academic record 

This course uses an applicant's entire academic record as part of its selection considerations, including an applicant's ATAR results from the last seven years can be considered for entry into this course. 

Meeting course prerequisites 

As for Year 12 or equivalent. 

STAT/Bridging courses 

Results from the STAT Multiple Choice will be considered for applicants without an ATAR and whose post-secondary studies do not meet the minimum requirements. Applicants who do not meet the English prerequisites can sit STAT Written English. STAT results are valid for two years.

Student profile

The table below gives an indication of the likely peer cohort for new students in this course. It provides data on students who commenced in this course in the most relevant recent intake period, including those admitted through all offer rounds and international students studying in Australia.

  Semester 1, 2023
Applicant background Number of students Percentage of all students
(A) Higher education study (includes a bridging or enabling course) 0 0%
(B) Vocational education and training (VET) study 0 0%
(C) Work and life experience (admitted on the basis of previous achievement not in the other three categories) 0 0%
(D) Recent secondary education:    
Admitted solely on the basis of ATAR (regardless of whether this includes the consideration of adjustment factors such as equity or subject bonus points) N/A N/A
Admitted where both ATAR and additional criteria were N/A considered (e.g. portfolio, audition, extra test, early offer conditional on minimum ATAR) 0 0%
Admitted on the basis of other criteria only and ATAR was N/A not a factor (e.g. special consideration, audition alone, schools recommendation scheme with no minimum ATAR requirement) 0 0%
International students 0 0%
All students <5 100%

Notes: 
N/A – Students not accepted in this category.

Interested in the Bachelor of Games and Interactivity / Bachelor of Applied Innovation?

From state-of-the-art facilities to opportunities to engage with industry – this course is designed with your future in mind. Let's get started.

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