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E1. Demonstrate knowledge of the history of video games and analyze the reference video games with arguments based on evaluation criteria contextualized in the historical and cultural framework.
E3. Identify the type of player and design the game experience according to its psychological characteristics.
E5. Write the specifications of a game and communicate them effectively to the team of artists and developers and other members involved in the creation and development of the game.
G1. Demonstrate having and understanding advanced knowledge of their area of study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.
G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.
The subject of Playtesting applied to the design of video games tries to deepen the theoretical concepts and practical application of the playtesting of video games within the framework of the subject of Design and Creation of Games. It works from the scientific perspective of testing the players' experience with video games. The subject consists of theoretical sessions and team work sessions. In order to gain knowledge, the subject is assessed on the one hand by carrying out guided practices and the completion of a group project, and on the other by theoretical knowledge individually. The subject takes place in the Video Games Room.
Topic 1. Introduction
1.1 Introduction to Playtesting
1.2 Playtesters
Topic 2. Scientific method and Games User Research (GUR)
2.1 Scientific method
2.2 GUR methods
2.3 Create a GUR method
Item 3. Heuristics
3.1 What is a heuristic?
3.2 Heuristic evaluation
3.3 PLAY and GAP heuristics
Topic 4. Playtesting
4.1 Playtesting
4.2 Questionnaires and interviews
4.3 Reports
The grade of each student will be calculated following the following percentages:
A1. Exercise at home: The Play Matrix 10%
A2. Exercise at home: Research article 10%
A3. Laboratory practice: Heuristics 40%
A4. Individual work: Playtesting 40%
Final grade = A1 0,1 + A2 0,1 + A3 0,4 + A4 0,4
Considerations:
Recovery:
Drachen, A., Mirza-Babaei, P., & Nacke, LE (Eds.). (2018). Games user research. Oxford University Press.
Schell, J. (2014). The Art of Game Design: A book of lenses. AK Peters / CRC Press.
Fullerton, T. (2018). Game design workshop: a playcentric approach to creating innovative games. AK Peters / CRC Press.