SubjectsSubjects(version: 901)
Course, academic year 2022/2023
  
Game User Experience - NCGD005
Title: Konstrukce herního zážitku
Guaranteed by: Department of Software and Computer Science Education (32-KSVI)
Faculty: Faculty of Mathematics and Physics
Actual: from 2022
Semester: winter
E-Credits: 3
Hours per week, examination: winter s.:1/1 C+Ex [hours/week]
Capacity: unlimited
Min. number of students: unlimited
Virtual mobility / capacity: no
State of the course: taught
Language: Czech
Teaching methods: full-time
Guarantor: Mgr. Tereza Hannemann, Ph.D.
Annotation -
Last update: doc. RNDr. Pavel Töpfer, CSc. (24.01.2019)
Game user experience (GUX) and Game User Research (GUR) are a core part of contemporary game development. They are focusing on players, their psychology and behaviours. As an academic discipline GUX and GUR aim to understand player's motivation, predict and interpret their actions and also understand the ways how to collect and interpret player's data in order to make a better game design decisions. The objective of this course is to introduce the basic concepts and tools used in this field and demonstrate their applicability in practice.
Aim of the course -
Last update: doc. RNDr. Pavel Töpfer, CSc. (24.01.2019)

The aim of the course is to obtain basic theoretical and practical skills allowing to practically evaluate game prototypes and their design objectives through game user research methods. This course provide a student with the skills to create and conduct a research of their game utilizing relevant tools.

Course completion requirements -
Last update: Mgr. Jakub Gemrot, Ph.D. (16.07.2020)

The course ends with successfully completing an exam and gaining a credit from the labs.

The credit from the labs is required for taking the exam.

To gain a credit from labs, an active participation on labs is required as well as an reading the mandatory literature and fulfilling assignments.

Literature -
Last update: doc. RNDr. Pavel Töpfer, CSc. (24.01.2019)

Drachen, A., Mirzan-Babaei, P, N., Lennart, N. (2018) Games User Research. Oxford University Press, 566, ISBN: 978-0198794844

Hodent, C. (2017) The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design. CRC Press, 266, ISBN 978-1498775502

McKillup, S. (2011) Statistics Explained: An Introductory Guide for Life Scientists. Cambridge University Press: second edition, 418. ISBN: 978-0521183284

Soekarjo, M., van Oostendorp, H. (2015) Measuring Effectiveness od Persuasive Games: Using an Informative Control Condition. International Journal of Serious Games 2(2), 37-56.

Hsieh, H.-F., & Shannon, S. E. (2005). Three Approaches to Qualitative Content Analysis. Qualitative Health Research, 15(9), 1277-1288. https://doi.org/10.1177/1049732305276687

Watson, D., Clark, L. A., & Tellegen, A. (1988). Development and validation of brief measures of positive and negative affect: The PANAS scales. Journal of Personality and Social Psychology, 54(6), 1063-1070.

Teaching methods -
Last update: Mgr. Jakub Gemrot, Ph.D. (16.07.2020)

Lectures and labs, during which we will be working with different game development middlewares and tools that are being used for testing computer games in practice.

Requirements to the exam -
Last update: Mgr. Jakub Gemrot, Ph.D. (16.07.2020)

To be able to take the exam, student has to regularly attend the labs, read an assigned literature and fulfill the assignments.

Syllabus -
Last update: doc. RNDr. Pavel Töpfer, CSc. (24.01.2019)

Theoretical introduction to Game User Experience

Basic concepts and methodology of Game User Research

What is the fun and how to measure it?

Attitudes, attitude change and computer Games - case study

Computer games and learning outcomes, what do we know so far?

Tools for Game User Research and their application

Procedures of data collection and its interpretation

Practical application of the knowledge on the real-life examples and own project

 
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