IMT4307

Introduction to Research in Serious Games and Gamification

Last taught 2024

Spring

Gjøvik

English

Overview

5 candidates

Average grade

A

5.00

0.39

Pass rate

100%

same

Grade distribution
Average over time
Pass rate over time

About this course

Content

The course will introduce the concept of Serious Games theoretically, alongside relevant conceptual foundations from Game Design, as well as practical applications. Basis for the course is the focus on understanding and modification of behaviour on an individual level by generating motivation or stimulating behavioral change (traditional serious games). This can be achieved by classical game design techniques, whether analogue or digital, but also but also leveraging different techniques to develop the understanding of behaviour on group/society level (e.g., by simulation techniques).

Tentative content (adjustment is subject to student interests):

  • Principles of games (challenges, development foundations)
  • Game Design Principles & Frameworks
  • Immersion
  • Motivation & Motivation Theories (e.g., Self Determination Theory)
  • Gamification of existing activities
  • Alignment between game actions and desired actions
  • Simulations as Serious Games (Models of social behaviour)
  • Ethics related to the use of serious games
  • Specific application areas of serious games are subject to interest and involvement of students (e.g., Training and Education, Health, Science, Economics)

Note: The delivery of the course is subject to a sufficient number of enrolled students.

Learning outcomes

After successfully completing the program, the students should have developed the following knowledge, skills and general competences:

Knowledge:

  • Possess advanced knowledge of the development process for Serious Games
  • Possess the knowledge needed to be capable of applying game mechanics to novel health and education problems
  • Possess specialized insight and good understanding of the current state of the art research in Serious Games in a specific application area
  • Possess thorough knowledge of the different methodologies related to different application areas of Serious Games (e.g., education, health)
  • Possess thorough knowledge of evaluation methodologies and game metrics as relevant to the discussed cases

Skills:

  • Are able to generate high-quality questions focused on the use of games and their impact on the player
  • Are able to inquire into the specifics of a research publication and evaluate the quality of the research work
  • Are able to analyze existing theories and methods for teaching and engagement and challenge established practice in using serious games to motivate change
  • Are able to analyze the role of games in specific context (e.g., education, health, behavioural modelling)
  • Developing proficiency in engaging in literature reviews for specific research areas relevant to Serious Games and/or Gamification, or the systematic analysis of specific serious games
  • Develop sensitivity to identify application scenarios for serious games in the real world

General competence:

  • Use questions as a means to analyze research and development project
  • Improvement in the quality of questioning and question sequences
  • Are able to analyze ethical issues related to the use of technology, and specifically, games in non-entertainment areas
  • Are able to orally communicate academic issues, analyses, and conclusions, with specialists in the field and to the public
  • Are able to contribute to innovative thinking and innovation processes

Teaching methods

  • Lectures
  • Independent study
  • Reflections
  • Seminar(s)

Additional information: The course will be offered both as an ordinary campus course (Campus Gjøvik) and as a course that is offered in a flexible way to off-campus students. Lecture notes, and other types of learning material will be offered online. Communication between the teachers and the students, and among the students, will be facilitated by the course learning management system, alongside other communication channels.

Compulsory requirements: Students need to present research papers or game analyses in a lecture format and participate in reflection activities during seminars. Presentation and participation in this setting is a prerequisite for completing the course. Off-campus students need to participate via electronic means.