Course syllabus for Introduction to game research

Course syllabus adopted 2023-02-02 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 23115
  • Maximum participants30 (at least 10% of the seats are reserved for exchange students)
  • Open for exchange studentsYes

Credit distribution

0118 Written and oral assignments 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

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)

    Knowledge and Understanding
    • know and use appropriate academic technical terminology for games
    • identify the ethical implications of a game's design
    Skills and Abilities
    • 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 choose and combine different academic approaches in order to analyze and interpret games
    • integrate scholarly literature in the exploration of the academic context of a game
    Judgement, ability and approach
    • 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

    Content

    "The course provides an overview of games as well as theoretical concepts and frameworks that can be used for their analysis and evaluation.  The course includes a particular focus on video games, modern board games, and tabletop roleplaying games.   We also look at transmedial aspects, and gaming forms that don’t fit neatly into these categories. 

    Students formulate several research questions of their choosing around games, and during the course they develop the skills required to provide answers to those questions.   The course introduces three key research perspectives that are useful for game studies.  We make use of the systemic perspective, which explores how games work.  We look at the experiential perspective, which explores how games make us feel.  And we look at the critical perspective, which focuses on what games are trying to say.   

    The course also has a strong focus on ‘learning by playing’, recognising that games are the primary text of their discipline.  Students taking this course will have an opportunity to try out tabletop roleplaying for themselves, as well as a chance to play a curated selection of modern board games.  

    Course participants put together an academic paper and poster as part of the course; peer review the papers of their fellow students; and present their papers to their colleagues at an end-of-course symposium.  

    Organisation

    The course is based on lectures, the reading of academic texts, and analyzing games. Practical experience of game analyzed is obtained by playing these games being part of the course work.

    Literature

    Extensive course literature is provided as part of the course, although the specifics of this will vary from year to year and topic to topic.   There is no set text.

    Examination including compulsory elements

    The course is examined through several written submissions and a mandatory presentation at the end of the course.  Participation in the course, as evidenced through peer reviewing and engagement with scheduled game exercises, also contributes to an individual's grade.

    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.