780.412 (21S) Advanced Topics in Game Research and Engineering
Overview
For further information regarding teaching on campus, please visit: https://www.aau.at/en/corona.
- Lecturer
- Course title german 4.1 Advanced Topics in Game Research and Engineering
- Type Seminar (continuous assessment course )
- Course model Online course
- Hours per Week 2.0
- ECTS credits 4.0
- Registrations 24 (35 max.)
- Organisational unit
- Language of instruction English
- possible language(s) of the assessment English
- Course begins on 17.05.2021
- eLearning Go to Moodle course
-
Remarks (english)
This seminar will provide an overview of several models of cognitive processing, with an emphasis on the relationship between natural human learning and gameplay. Examples will be drawn from academic and professional research, reinforced through practical exercises and thought experiments. A full list of video lectures and recommended readings will be provided with a syllabus during the first session.
Time and place
Course Information
Intended learning outcomes
Build a fundamental understanding of how human learning and play are intertwined at the most basic cognitive and emotive levels. Critically explore one’s own experience of gaming from a neuropsychological perspective.Develop and display the ability to apply a deeper psychoneurological perspective to the analysis of exemplary games, tropes, and support materials. Supplement your understanding with reading from new and existing academic and professional texts, and by attending virtual lectures.
Provide a critical analysis of the designed psychoneurological manipulation in a given game experience, or design a piece of gameplay or a segment of a game intended to deliberately manipulate the cognitive state of the player.
By the end of the semester, you will be able to discuss fundamental cognitive processes, to understand the importance of their interaction in learning and in play, and to apply this knowledge to the critical analysis of gameplay and to your own game designs.
Teaching methodology including the use of eLearning tools
Block sessions featuring video lectures, discussions, student presentations, and shared game lab sessions.
Course content
This seminar will provide an overview of several models of cognitive processing, with an emphasis on the relationship between natural human learning and gameplay. Examples will be drawn from academic and professional research, reinforced through practical exercises and thought experiments. A full list of video lectures and recommended readings will be provided with a syllabus during the first session.
Literature
The seminar draws from a wide range of artistic and intellectual sources. Short texts, mostly in shape of theoretical secondary reading, will be provided on Moodle. Students are encouraged to buy or otherwise access additional textual resources. All of these should be available on-line.
- Foundational works for the seminar are:
Brown, John N.A. "Save Gamer: Gamification is making us less thoughtful; are gamejams a testbed for the cure?" in Bektic, E., Bruns, D., Gabriel, S., Kelle, F., Pölsterl, G., and Schniz, F. (Eds) Mixed Reality and Games: Theoretical and Practical Approaches in Game Studies and Education 80 (2021): 209pp. - Brown, John N.A. (2016) Anthropology-Based Computing: Putting the Human in Human-Computer Interaction Springer Human-Computer Interaction Series, XXVII, 243pp.
Examination information
Examination methodology
Multiple-choice quizzes: each lecture is reinforced with a short quiz. (Worth a total of 20% of the final mark.)
Introductory-level breakdown of the cognitive processes involved in a piece of gameplay chosen by the student. (Worth 20% of the final mark.)
Final Project – Either the comprehensive analysis poster, the game design proposal poster, or the working minigame demonstration. Those opting to build a working minigame are encouraged to work in teams (Worth 50% of the final mark.)
Participation. (Worth 10% of the final mark)
Assessment criteria / Standards of assessment for examinations
Multiple-choice quizzes:
• Simple tally of correct answers, based on the lectures.
Introductory-Level Breakdown:
• Content relevance
• Inclusion of research literature
• Selection of piece of gameplay to be analyzed
• Depth of analysis
• Use of learned terminology
Final Project:
Comprehensive analysis of a piece of gameplay, in poster format, or
Original game design that exploits cognitive processes, in poster format, or
Demonstration of a working minigame that illustrates and exploits the learning process:
• Content presentation
• Outlining critical insights based on the contents of the seminar
• Reliance on properly-cited additional resources
• Visual appeal of the content
• Demonstration of critical thought and new learning
• Provision of 600-word extended abstract describing the final Project
General remark on our code of conduct and plagiarism policy:
Provide properly cited sources (latest Chicago Manual of Style format) on all your assignments.
Have a look at the departmental policy: (https://www.aau.at/wp-content/uploads/2017/06/anti-plagiarismdeclaration_
english-department.pdf)
Students caught plagiarising will be removed from class immediately.
Read the Code of Conduct on our departmental homepage (https://www.aau.at/en/english/study/codeofconduct/).
Violation of this code will result in your immediate removal from class.
Grading scheme
Grade / Grade grading schemePosition in the curriculum
- Master's degree programme Game Studies and Engineering
(SKZ: 992, Version: 17W.2)
-
Subject: Gebundenes Wahlfach (19W)
(Compulsory elective)
-
4.1 Advanced Topics in Game Research and Engineering (
0.0h SE / 4.0 ECTS)
- 780.412 Advanced Topics in Game Research and Engineering (2.0h SE / 4.0 ECTS) Absolvierung im 1., 2., 3. Semester empfohlen
-
4.1 Advanced Topics in Game Research and Engineering (
0.0h SE / 4.0 ECTS)
-
Subject: Gebundenes Wahlfach (19W)
(Compulsory elective)