MIS29080 Game Design and Gamification

Academic Year 2020/2021

Game design, the business of games and games in business. For those with an interest in the design, management and business of games and gamification, Game Design provides a practical introduction to the business of games in the global economy. Employ game thinking, theories and gamification to interpret and design engaging innovations.

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Curricular information is subject to change

Learning Outcomes:

Develop an understanding of the history and evolving context of the game perspective.
Become conversant with game design and terminology.
Develop a critical appreciation for the philosophy, theory and core concepts of games and play.
Capability to use game frameworks and perspectives in practical applications, for game development or gamification of systems and technology.
Gain an awareness of the implications of activating game thinking concepts.
Conduct literature research, analysis and development, applying game thinking in contexts in an area defined by you, from product or service design through to effecting wider social impacts for value, ethics, engagement and involvement in society.

Indicative Module Content:

Study the philosophy and theory of games and play.
Apply principles from game design and gamification.
Employ theory to interpret play, game thinking, traditional games, and gamification.
Develop a game proposal, prototype or game-like features for service design, and engagement for general use.

Student Effort Hours: 
Student Effort Type Hours
Lectures

24

Total

24

Approaches to Teaching and Learning:
Lectures, workshops, seminars and online. Project and poster presentation. Reflective journal. Independently produced term paper/research paper.

The class is taught in a semester-long workshop format. Define a goal, research the area, create a prototype and play-test to evaluate and learn. We apply a "Sprint" process to structure the process of ideation, designing, building and testing to prototype stage. From sketches, mood-boards, paper prototype, to digital platform. The project culminates in a studio examination styled as a publisher pitch presentation. 
Requirements, Exclusions and Recommendations

Not applicable to this module.


Module Requisites and Incompatibles
Not applicable to this module.
 
Assessment Strategy  
Description Timing Open Book Exam Component Scale Must Pass Component % of Final Grade
Continuous Assessment: Assessment exampled by: Essay - Game narrative, research, lit; Design prototype; Poster - level design, project plan; Pitch kit for Spiel/Kickstarter; Personal reflection Varies over the Trimester n/a Graded Yes

100


Carry forward of passed components
Yes
 
Resit In Terminal Exam
Autumn No
Please see Student Jargon Buster for more information about remediation types and timing. 
Feedback Strategy/Strategies

• Feedback individually to students, post-assessment

How will my Feedback be Delivered?

Formative feedback will be also be offered for work-in-progress.

Name Role
Ms Ruth Campion Lecturer / Co-Lecturer