IMT6231

Serious Games and Gamification

Last taught 2021

Spring

Gjøvik

English

Overview

3 candidates

Pass rate

100%

same

Grade distribution
Pass rate over time

About this course

Content

Ethical considerations of using games to change behaviour

Game interfaces

Universal design

Research methodologies for game interactions

Game telemetry

Game metrics

AI evaluation techniques for "big data" from game telemetry

Evaluation techniques for games research

Ontological and Taxonomy development

Learning outcomes

On completion of this course the students will be able to conduct research in the use of game technology in traditional academic disciplinesThe specific learning objectives are that the student should be able to:Skills

Critically appraise legal and ethical aspects of recording and storing personal data gathered in conjunction with gaming activity

Evaluate user interface design, and to conduct rigorous analysis of human-computer interactions presented by such designs

Evaluate and judge the effects of video games both in general and for specialised domains

Knowledge

Have an in-depth understanding of the psychophysiology and psychometrics underlying serious game design

Understand the range of game mechanics used in games to engage the user

Understand the effects of games on player behaviour

Identify and critically examine primary literature in the area of serious games

General Competence

Ability to understand, analysis and contribute to academics discourse.

Presentation of research in written and oral form

Communication of academic research to the general public

Teaching methods

-Lectures
-Group work
-Meeting(s)/Seminar(s)
-Distance learning: Students will be able to participate in this course using distance learning and remote collaboration tools.

Compulsory requirements: None