SluitenHelpPrint
Switch to English
Cursus: INFOMSEGA
INFOMSEGA
Serious gaming
Cursus informatie
CursuscodeINFOMSEGA
Studiepunten (EC)7,5
Cursusdoelen
The intended learning outcomes for a student that attends the course are the following:
  • Being aware of what serious games are and their main application domains
  • Knowing state-of-the-art guidelines for designing effective serious games
  • Being able to critically assess (dis)advantages of an existing serious game in a principled way
  • Understanding the overall production process for serious games
  • Designing and developing an (early stage) serious game prototype
  • Communicating and presenting the design of the serious game, the evaluation, and the review
Assessment
The assessment will include an exam and a group project in which you will design a serious game and deliver a technical report and presentation on this design process.
They are weighed as follows:
  • Written exam (50% of the final mark)
  • Group project and report (35%)
  • Presentation (15%)
A repair test requires at least a 4 for the original test. 
Inhoud
Serious games are digital games in which the primary objective is not player entertainment, but rather training, education, health, public policy, and strategic communication.
Despite their increasing popularity, the design and development of serious games are still disciplines in their infancy.

In this course we provide an introduction to the world of serious games, explore their application domains, and examine the key activities that concern the creation of a serious game following a principled production, design and evaluation paradigm.
Selection of lecture and guest lecture topics:
  • Serious Games and their applications
  • Game theory
  • Game mechanics
  • Game narration and storytelling
  • Psychological and pedagogical theories
  • Personalization
  • Persuasive gaming
  • Design requirements and structured design approaches
  • Evaluation and assessment of serious games

Course form
Classes will incorporate practical sessions, group activities, discussions, gaming and guest speakers.
In addition to actively participating in the lectures, the students - organized in teams - are expected to conduct the following activities:

  • Organize and conduct an review of existing serious games with a representative use case
  • Design a prototype of a serious game, using knowledge and theory from recent literature
  • Deliver a presentation concerning the designed serious game, the evaluation, and the review on existing games in the same domain.
  • Write a technical report concerning the review of the domain, the design, and a critical reflection on the (preliminary) evaluation of the serious game
Literature
Potential books of interest:
SluitenHelpPrint
Switch to English