Course syllabus adopted 2018-02-28 by Head of Programme (or corresponding).
Overview
- Swedish nameIntroduktion till spelvetenskap
- CodeDAT385
- Credits7.5 Credits
- OwnerMPIDE
- Education cycleSecond-cycle
- Main field of studySoftware 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 23124
- Maximum participants30
- Open for exchange studentsYes
Credit distribution
Module | Sp1 | Sp2 | Sp3 | Sp4 | Summer | Not Sp | Examination dates |
---|---|---|---|---|---|---|---|
0118 Written and oral assignments 7.5 c Grading: TH | 7.5 c |
In programmes
Examiner
- Staffan Björk
- Full Professor, Interaction Design and Software Engineering, Computer Science and Engineering
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
Exemption from the eligibility requirement: Applicants enrolled in a programme at Chalmers where the course is included in the study programme are exempted from fulfilling these requirements.
Aim
Games have been a part of human culture since ancient times. They have evolved in to many different forms and serve many different target groups, not least since the introduction of computer games. The course provides an overview of games in all their forms as well as theoretical concepts and frameworks to analyze games.Learning outcomes (after completion of the course the student should be able to)
- know the academic game terms
- show an understanding of different types and approaches to classifying games
- show an understanding of different academic approaches to researching games and gaming
- be able to explain what characterizes games within the most common classifications
- analyze games given a specific research question, research stance, and academic vocabulary
- describe games given a specific focus and showing an adequate use of academic game terms
- make comparisons between games or parts of games through the use of academic game terms
- analyze games in relation to various intended uses
- analyze games from several different gaming preferences
- be able to choose and combine different academic approaches in order to analyze and interpret games given a specific context
- identify ethical aspects of a game
Content
The course is divided into five successive modules that consider different forms of games and different perspectives of gaming. The first module looks at games as systems and focus on board games and card games as well as introduces general concepts to describe games and gaming. The second module transitions over to how players perceive and immerse themselves into games, using role-playing and larps to highlight the play experience as a perceptual stance. The third module highlights how different media forms impacts on games and gaming by focusing on computer games and online games. The penultimate module examines how the boundaries between games and other activities can be obscured by the game design or by the use of different types of technologies. The final module looks at the use of games for other purposes than to entertain, for example to criticize, influence, or teach.Each module introduces theoretical concepts and frameworks through academic texts and builds on the previous modules.