Course syllabus for Current trends in gaming

Course syllabus adopted 2022-02-01 by Head of Programme (or corresponding).

Overview

  • Swedish nameAktuella trender inom spel
  • CodeDAT380
  • Credits7.5 Credits
  • OwnerMPIDE
  • Education cycleSecond-cycle
  • Main field of studyComputer Science and Engineering, Software Engineering
  • DepartmentCOMPUTER SCIENCE AND ENGINEERING
  • GradingTH - Pass with distinction (5), Pass with credit (4), Pass (3), Fail

Course round 1

  • Teaching language English
  • Application code 23123
  • Maximum participants30
  • Block schedule
  • Open for exchange studentsYes

Credit distribution

0118 Project 7.5 c
Grading: TH
7.5 c

In programmes

Examiner

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Eligibility

General entry requirements for Master's level (second cycle)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.

Specific entry requirements

English 6 (or by other approved means with the equivalent proficiency level)
Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling the requirements above.

Course specific prerequisites

To be eligible for this course, students must have successfully completed 7.5 credits of object-oriented programming

Aim

There are many technological and societal trends that impact on the design of games. Gaming is a discipline in which the state of the art changes regularly and with great speed. This course is focused on identifying currently important trends in the industry and exploring new and novel technologies with the aim of enabling students to develop familiarity with important concepts. This course is intended to be responsive and aligned with external trends in the industry, and so its content will vary on a year-by-year basis in line with that aim.

Learning outcomes (after completion of the course the student should be able to)

  • Examine current technological and social trends in gaming.
  • Apply creativity techniques with the intention of exploring innovative new gameplay concepts
  • Analyse the potential opportunities and threats associated with contemporary gaming trends
  • Implement game designs to explore novel, emerging techniques
  • Assess the ethical and societal impact of contemporary trends in gaming

Content

This course focuses on exploring the implications associated with a selection of current trends in gaming. It blends together methods for ideation with implementation. It addresses the socioeconomic implications associated with new technology; business models; And with changing audience expectations.

Organisation

The course is divided into several parts, each focusing on a different current trend in gaming.   The content will vary on a year to year basis.  The course is updated regularly to take into account important contemporary developments in game development and game design.  Students will be expected to demonstrate a blend of creative; technical; and design skills.  Work is primarily conducted in small groups, where students develop stand-alone assignments linked to each of the emergent topics discussed in the course.   Teaching is primarily through lectures and supervision sessions.

Literature

Literature will be announced separately on the canvas page – specifics vary from year to year.

Examination including compulsory elements

Each part of the course consists of a group submission which takes the form of a technical artefact, a written report, or both.   Groups will be required to regularly present their work.

The course examiner may assess individual students in other ways than what is stated above if there are special reasons for doing so, for example if a student has a decision from Chalmers on educational support due to disability.