SubjectsSubjects(version: 964)
Course, academic year 2024/2025
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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 2024
Semester: winter
E-Credits: 3
Hours per week, examination: winter s.:1/1, C+Ex [HT]
Capacity: unlimited
Min. number of students: unlimited
4EU+: no
Virtual mobility / capacity: no
State of the course: taught
Language: English
Teaching methods: full-time
Guarantor: Mgr. Tereza Hannemann, Ph.D.
Teacher(s): Mgr. Tereza Hannemann, Ph.D.
Annotation -
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.
Last update: Töpfer Pavel, doc. RNDr., CSc. (24.01.2019)
Aim of the course -

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.

Last update: Hannemann Tereza, Mgr., Ph.D. (31.08.2023)
Course completion requirements -

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 home assignments.

Last update: Hannemann Tereza, Mgr., Ph.D. (31.08.2023)
Literature -

Recommended literature:

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

Dostupné přes univerzitní licenci zde: https://ebookcentral.proquest.com/lib/cuni/detail.action?docID=5224767&pq-origsite=primo

2. Dörner, R., Göbel, S., Effelsberg, W., & Wiemeyer, J. (2016). Serious games. Cham: Springer.

3. Phan, M. H., Keebler, J. R., & Chaparro, B. S. (2016). The development and validation of the game user experience satisfaction scale (GUESS). Human factors, 58(8), 1217-1247.

4. Rachel Kowert: Aggression, Violence, and Desensitization: State of the Research: Violent Video Games - Aggression, Violence, and Desensitization (2021) I video available here: https://www.youtube.com/watch?v=owxk7LMzUSQ&t=62s

Daphne Bavelier: Your brain on video games. I video available here: https://www.youtube.com/watch?v=FktsFcooIG8

Other relevant resources:

  • 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.

  • Karlsen, F. (2015). Analyzing game controversies: A historical approach to moral panics and digital games. In The Dark Side of Game Play (pp. 15-32). Routledge.

  • Game profiling: Andreas Drachen: https://andersdrachen.com/2017/11/02/behavioral-profiling-in-games/
Last update: Hannemann Tereza, Mgr., Ph.D. (11.01.2024)
Teaching methods -

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.

Last update: Hannemann Tereza, Mgr., Ph.D. (31.08.2023)
Requirements to the exam -

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

Last update: Hannemann Tereza, Mgr., Ph.D. (31.08.2023)
Syllabus -

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

Last update: Hannemann Tereza, Mgr., Ph.D. (31.08.2023)
 
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