General information


Subject type: Optional

Coordinator: Juan José Pons López

Trimester: Second term

Credits: 6

Teaching staff: 

Adso Fernández Baena

Academic year: 2025

Teaching course: 4

Languages ​​of instruction


  • English

Competencies / Learning Outcomes


Specific skills
  • 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.

General competencies
  • 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.

Presentation of the subject


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.

The classroom (physical or virtual) is a safe space, free from sexist, racist, homophobic, transphobic and discriminatory attitudes, whether towards students or teachers. We trust that together we can create a safe space where we can make mistakes and learn without having to suffer the prejudices of others.

Contents


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

Activities and evaluation system


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:

  • You must obtain a grade higher than 5 to the individual work to pass the subject.
  • An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
  • Any form of academic fraud will be sanctioned in accordance with the center's assessment regulations. If signs of fraud are detected, including the improper use of generative artificial intelligence tools, the subject's teaching staff may call the student for an individual interview with the aim of verifying their authorship.

Recovery:

  • In case of suspension of the A3 and / or A4 activity, it can be resubmitted in a call for recovery with the possibility of obtaining a maximum grade of 6.
  • It is necessary to obtain a grade higher than 5 in the recovery of the A4 activity to pass the subject.
  • Activities A1 and A2 cannot be recovered.

 

Bibliography


Basic

Drachen, A., Mirza-Babaei, P., & Nacke, LE (Eds.). (2018). Games user research. Oxford University Press.

Complementary

Fullerton, T. (2018). Game design workshop: a playcentric approach to creating innovative games. AK Peters / CRC Press.

Schell, J. (2014). The Art of Game Design: A book of lenses. AK Peters / CRC Press.