module specification

SM7032 - Games and Gamification (2021/22)

Module specification Module approved to run in 2021/22
Module title Games and Gamification
Module level Masters (07)
Credit rating for module 20
School School of Computing and Digital Media
Total study hours 270
 
70 hours Assessment Preparation / Delivery
164 hours Guided independent study
36 hours Scheduled learning & teaching activities
Assessment components
Type Weighting Qualifying mark Description
Coursework 40%   A critical report (2,000 words)
Coursework 60%   A Portfolio of design documents for a digital game or a gamified experience
Running in 2021/22

(Please note that module timeslots are subject to change)
Period Campus Day Time Module Leader
Autumn semester North Tuesday Afternoon

Module summary

This module introduces students to the role of digital games in the digital media industry, it explores various applications of digital games in entertainment, education, business, marketing and advertising. It analyses gamification practices as well as key game design practices and game design theories.

The module addresses issues in game histories, game genres and gaming cultures, the evolution of technologies and delivery platforms, the impact of game industry changes on game design practices. Students will explore current trends in game design and game research, gamification approached and applications, they will evaluate game design and gamification tools and production techniques. Students will apply game design and gamification principles and theories to the design and conceptualisation of an interactive game or a gamified experience.

Module Aims

• To enable students to evaluate the historical, technological and theoretical frameworks in game design and gamification theory and practice.
• To enable students to plan and conceptualise a digital game or a gamified experience

Syllabus

The syllabus covers current trends in game design and game research, gamification approached and applications, the evaluation of game design and gamification tools and production techniques.

Students will apply game design and gamification principles and theories to the design and conceptualisation of an interactive game or a gamified experience.

An indicative outline of syllabus will cover:
• History of interactive games and of the gamification movement.
• Key elements of digital games and gamification.
• The game design and gamification industries, an overview of the main players and the market for games and gamified experiences.
• Evolution of game design and gamification tools, technologies and platforms.
• Game genres. Game cultures and game audiences.
• Game design theory and language.
• The role of narratives in game design and gamification.
• Current trends in game and gamification studies research.
• Game applications, serious games and gamification. Games for entertainment, education and business applications.
• Game tools and game production techniques.
• Planning and conceptualising a game production or a gamified experience.
• Careers in the game industry and in gamification for business, marketing and education.

Balance of independent study and scheduled teaching activity

Teaching methods include lectures and on-line interactive learning material, tutorials, seminar discussions and computer lab sessions. Students will be expected to attend lectures and take part in on-line activities as well as comment on their readings. A blended learning strategy will be employed to enhance the learning experience. The VLE will be used as a platform to support online discussions and situated learning experiences and to facilitate formative assessment and related feedback as well as a tool to integrate useful online learning materials provided by professional organisations and other relevant sources.

Learning outcomes

LO1 Critically analyse interactive game design traditions and technologies, game industry patterns and game design and gamification theories

LO2 Evaluate, select and analyse best practice in game design and gamification

LO3 Implement the planning and conceptualisation of a digital game or a gamified experience.

Bibliography

Textbooks:

Core 

Adams, E. (2014) Fundamentals of Game Design.
Adams, E., Dormans, J. (2012) Game Mechanics: Advanced Game Design, New Riders: Berkeley, Calif.
Egenfeldt-Nielsen, S., Smith, J.H., Tosca, S.P., Egenfeldt-Nielsen, S. (2013) Understanding Video Games: The Essential Introduction.
Fullerton, T. (2014) Game Design Workshop: A Playcentric Approach to Creating Innovative Games.
Zichermann, G., Cunningham, C. (2011) Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, O’Reilly Media: Sebastopol, Calif.
Salen, K. (2004) Rules of Play: Game Design Fundamentals, MIT: Cambridge, Mass. ; London.

Additional

Bateson, G. (2000) A Theory of Play and Fantasy in Steps to an Ecology of Mind, Chicago, University of Chicago Press.
Caillois, R. & Barash, M. (2001) Man, Play, and Games. Urbana, University of Illinois Press.
Crossley, K. (2014) Character Design from the Ground up.
Csikszentmihalyi, M. (1971) An Exploratory Model of Play in American Anthropologist Vol. 72 (Feb1971) pp. 45-58 Blackwell available at: http://www.jstor.org/stable/671811
Donovan, T. (2010) Replay: The History of Video Games, Yellow Ant: East Sussex, England.
Fernández-Vara, C. (2015) Introduction to Game Analysis. New York: Routledge
Gee, J.P. (2003) What Video Games Have to Teach Us about Learning and Literacy, Palgrave Macmillan: New York.
Huizinga, J. (1970) Homo Ludens: A Study of the Play Element in Culture., Maurice Temple Smith Ltd.: London.
Kwastek, K. (2013) Aesthetics of Interaction in Digital Art, Cambridge MA, MIT Press.
Luppa, N.V., Borst, T. (2006) Story and Simulations for Serious Games: Tales from the Trenches, Elsevier: Amsterdam; Boston.
Michael, D. (2006) Serious Games: Games That Educate, Train and Inform, Thomson Course Technology: Boston, Mass.
Radoff, J. (2011) Game on: Energize Your Business with Social Media Games, Wiley Publishing, Inc.: Indianapolis, IN.
Ritterfeld, U., Cody, M.J., Vorderer, P. (2009) Serious Games: Mechanisms and Effects, Routledge: New York.
Rogers, S. (2013) Level up! The Guide to Great Video Game Design [online], Wiley: Hoboken, N.J.
Salen, K. (2004) Rules of Play: Game Design Fundamentals, MIT: Cambridge, Mass. ; London.
Sicart, M. (2014) Play Matters, Cambridge MA, MIT press
Sutton-Smith, B. (1997) The Ambiguity of Play, Cambridge MA, Harvard University Press
Winnicott, D.W. (1991) Playing and Reality, London, Brunner-Routledge.
Radoff, J. (2011) Game on: Energize Your Business with Social Media Games, Wiley Publishing, Inc.: Indianapolis, IN.
Ritterfeld, U., Cody, M.J., Vorderer, P. (2009) Serious Games: Mechanisms and Effects, Routledge: New York.
Rogers, S. (2013) Level up! The Guide to Great Video Game Design [online], Wiley: Hoboken, N.J.
Sicart, M. (2014) Play Matters, Cambridge MA, MIT press
Sutton-Smith, B. (1997) The Ambiguity of Play, Cambridge MA, Harvard University Press
Zichermann, G., Cunningham, C. (2011) Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps, O’Reilly Media: Sebastopol, Calif.
Winnicott, D.W. (1991) Playing and Reality, London, Brunner-Routledge.


Journals:

Computer Games (CGAMES), International Conference on

Convergence: the international journal of research into new media technologies. London: Sage.

Digital creativity. Taylor & Francis.

Game, Game Art, and Gamification (ICGGAG)

Game studies the international journal of computer game research

Future Play

Journal of Game, Game Art, and Gamification (JGGAG)

Journal of Media Practice. Intellect Ltd.

Media, culture and society. London: Sage.

New media and society. London: Sage.