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Introduction in Serious Game Design

Předmět na Fakulta humanitních studií |
YBK042

Sylabus

Set up:

- 5 sessions: discussion, theory and small exercises

- afternoon: teams work on milestones without guidance of teachers

The Program

* Day 1

General description Game design process

Learning objective(s) Understand the process

Subjects Game concepts, GDD (game design document), roles, activities, successful games (e.g. Wii game visually impaired children), production, preconditions, stakeholders, iterative process, Game concept: paper prototype, research target audience

References Leupen, Willems

Products / milestones Form teams, draft project plan

Lecturers Willems & Leupen

* Day 2

General descriptionSerious games

Learning objective(s) What is a serious game?

Subjects The 9 elements, combination b/c/e (behaviour, cognition, emotion), Case Wii game, importance of target audience, co-design, participatory design, target audience: mood boards, persona, learning outcomes, project plan

References Overmars

Products / milestones Target audience, personas, mood board

Exercise: desk research target audience, develop personas and mood board

Lecturers Willems & Leupen

* Day 3

General descriptionGame theory

Learning objective(s) Know and understand game theories

Subjects Keys of fun (Lazarro), Flow (Mihály Csíkszentmihályi. Develop a game based on an existing game

References Contacts at UMCG (virtual environment), MadLogic

Products / milestones Exercise Dice game, paper prototype

Set up test, observation forms (game play, fun)

Lecturers Willems & Leupen

* Day 4

General descriptionConcept game & production process

Learning objective(s) Concept game design, SCRUM

Subjects Psychology, actions & challenges, storytelling (Jef Cook). Organization of production process (SCRUM), scrum board, tools (e.g. Trello)

References J Cook

Products / milestones Scrum board, based on game concept

Game concept

Game production

Lecturers Willems & Leupen

* Day 5

General descriptionEvaluation

Learning objective(s) Know how to test and evaluate a game

Subjects Make SMART, observable units, research setup and implementation

References Agile development

Products / milestones Game finalizing, Evaluation, results

Test game and adjust

Presentation

Lecturers Willems & Leupen

Basic rationale:

Our perspective: classes are intended as an introduction to game design and a cultural ice breaker.

Style of lectures: theory and exercises.

Roles individual: immediately show results, iterative

Match / collaboration Groningen/Prague

Anotace

The guest lectures are set up as workshops in which the different stages of game development are addressed up until a prototype of a cardboard game. During the workshops, students are exposed to: game theory (fun, flow, game balance, challenges and actions), the game design process (research and user centred design), testing and evaluating, working in teams and the different roles associated in game production.

Lecturers: Rob Willems & Harro Leupen, Hanze University Groningen, The Netherlands