General information


Subject type: Optional

Coordinator: Juan José Pons López

Trimester: Third term

Credits: 4

Teaching staff: 

Noemi Blanch De La Cueva

Teaching languages


  • Catalan

The subject is taught in Catalan, but both class contributions and assignments can be done in Catalan or Spanish.

The materials can be provided in Catalan as well as in Spanish or English.

Skills


Specific skills
  • E2. Design the mechanics, rules, structure and narrative of video games following the criteria of gameplay and balance to provide the best possible gaming experience.

  • E3. Identify the type of player and design the game experience according to its psychological characteristics.

General competencies
  • G2. Solve complex problems in their field of work, by applying their knowledge, developing arguments and procedures, and using creative and innovative ideas.

  • G3. Gather and interpret relevant data (usually within their area of ​​study) to make judgments that include reflection on relevant social, scientific, or ethical issues.

  • G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.

  • G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.

Transversal competences
  • T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.

Description


Serious video games and gamification are new lines of work that have great potential. In addition, it deepens the knowledge of the game mechanics applied to the field of health, education, training, communication and virtually any industry. That is why having a knowledge of this type of program is an opportunity for students to expand their possible career.

The aim of this subject is to get students to acquire the skills and tools necessary for the creation of gamified structures, as well as sufficient analytical ability to apply what they have learned in the subjects on entertainment video game in the 'serious area.

To achieve knowledge, the subject is assessed with individual and group work. Different activities will be carried out and synergies will be sought with other degrees and sectors so that they learn to work with profiles not related to the video game industry.
 

Contents


SUBJECT 1: Introduction and definition

1.1 Serious video games

1. 2 Gamification

1.3 Areas of application 

1.4. Classification and Type

SUBJECT 2: Psychological Aspects

2.1. Motivation

2.2. Types of Rewards

2.3 Types of Players

SUBJECT 3: Design

3.1. The Jesse Schell Tetrad

3.2. MDA

3.3. Gamification Frameworks

SUBJECT 4: Design centered on people

4.1. Preliminary considerations

4.2. Game Thinking

4.3 Ethical aspects of Gamification

SUBJECT 5: Serious Game

5.1. Classification 

5.2. Analysis 

5.3. Design Canvas

5.4. Educational gameplay

 

Evaluation system


A 1: Work: Game Proposal: Gamification Structure (Evidence of learning outcome All) An investigation will be carried out on the application of gamification in an area. Once all contributions have been collected, a gamification proposal will be created

A.2: Exercise in class: Theoretical questions in class about the content of the subject (Evidence of the learning result All) Throughout the classes, various evaluative activities will be carried out in the form of questions to encourage participation and attendance.

A.3: Work Game Proposal: Design of a Serious Video Game (Evidence of learning outcome All) An investigation will be carried out on the application of video games in the serious field. Once all input is collected, a GP will be created on a possible serious video game 

Each student's grade will be calculated based on the following percentages:

  • A1: 40%
  • A2: 20%
  • A3: 40%

Final grade = A1 0,4 + A2 0,2 + A3 0,4

Considerations:

An activity not handed in or handed in late is a 0. Spelling mistakes, writing errors and formal and technical problems specific to the subject will be penalized with 0,10 points, up to a maximum of 2 points, in all assessable activities and tests.

To pass the subject it is necessary to present activities A1 and A3

In the case of detecting plagiarism, copying or fraud in any evaluable activity or test, this will automatically obtain a final grade of 0. Additionally, in cases of copying or fraud, both the person who copies and the person who allows copying are responsible for their conduct, and the consequences of the behavior affect all students involved in the irregular action. Regardless of the suspension caused by plagiarism, copying or fraud, the professor will communicate the situation to the Department Management so that the applicable measures are taken in terms of disciplinary regime and the initiation of the relevant disciplinary file.

Recovery:

The recovery will involve the improvement of the submitted work or the completion of a final work  

REFERENCES


Basic

Salen, K. & Zimmerman, E. (2006). The Game Design Reader. Cambridge: MIT Press.

Zichermann, G. & Linder, J. (2010). Game-based marketing. Inpire costumer loyalty through rewards, challenges and contests. New Jersey: John Wiley & Sons.

Bogost, I. (2007). Persuasive games. The expressive power of videogames. Cambridge: The MIT Press.

Kim, AJ (2010). Metagame design. Reward system that drive engagement. from http://www.slideshare.net/amyjokim/metagame-design-3383058

Morales, J (2015) Serious games: Video game design with an educational and social agenda. UOC Publishing

http://The Art of Serious Game Design

Marczewski, A (2015) Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design

Sicart, Miguel (2021). Toward an Ethics of Homo Ludens. 10.1007/978-981-15-7435-1_2. 

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining "gamification". In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). In CHI 2011 gamification workshop proceedings (Vol. 12, pp. 12-15). Vancouver BC, Canada.

Bertran, FA, Segura, EM, Duval, J., & Isbister, K. (2019). Chasing Play Potentials: Towards an Increasingly Situated and Emergent Approach to Everyday Play Design. In Conference on Designing Interactive Systems (pp. 1265-1277).

Hunicke, R.; LeBlanc, M & Zubek, R. (2004) MDA: A Formal Approach to Game Design and Game Research

Schell, J (2019) The Art Of Game Design.Routledge

Complementary

Cuenca, M .; Aguilar, E. & Ortega, C. (2010). Leisure to Innovate. Bilbao: University of Deusto, Bilbao.

Chen, J. (2006). Flow in Games. Master Thesis From

                http://interactive.usc.edu/projects/cloud/flowing/flOw_04142006.zip

Sicart, M. (2014). Play matters: MIT Press.

Callois, R. (1958). Game Theory. Barcelona: Seix Barral.

Huizinga, J. (2008). Homo Ludens Madrid: Alianza Editorial.

Jo Kim, A. (2018) Game Thinking.gamethinking.io

Flanngan, M (2009) Critical Play: Radical Game Design. The MIT Press