780.412 (22S) 4.1 Advanced Topics in Game Research and Engineering

Sommersemester 2022

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Erster Termin der LV
16.05.2022 10:00 - 14:00 Online Off Campus
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Überblick

Bedingt durch die COVID-19-Pandemie können kurzfristige Änderungen bei Lehrveranstaltungen und Prüfungen (z.B. Absage von Präsenz-Lehreveranstaltungen und Umstellung auf Online-Prüfungen) erforderlich sein.

Weitere Informationen zum Lehrbetrieb vor Ort finden Sie unter: https://www.aau.at/corona.
Lehrende/r
LV-Titel englisch Advanced Topics in Game Research and Engineering
LV-Art Seminar (prüfungsimmanente LV )
LV-Modell Onlinelehrveranstaltung
Semesterstunde/n 2.0
ECTS-Anrechnungspunkte 4.0
Anmeldungen 26 (35 max.)
Organisationseinheit
Unterrichtssprache Englisch
mögliche Sprache/n der Leistungserbringung Englisch
LV-Beginn 16.05.2022
eLearning zum Moodle-Kurs
Anmerkungen

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.

Zeit und Ort

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LV-Beschreibung

Intendierte Lernergebnisse

  • 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.

Lehrmethodik inkl. Einsatz von eLearning-Tools

Block sessions featuring lectures, discussions, student presentations, and shared game lab sessions. It is intended that this content be presented in person. It is possible that some or all of it may be streamed for distance learners. These matters are not yet settled.

Inhalt/e

This seminar will provide an overview of several models of cognitive processing, with an emphasis on the relationship between natural human learning and gameplay. We will discuss the possibility of designing and using game elements for the deliberate mitigation of individual and societal psychological issues. 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.

Erwartete Vorkenntnisse

Your use of English needs not be flawless. Mine is not.
But you will be required to participate in conversations and to present written and spoken assignments for evaluation.
Of course, special consideration will be given on a case-by-case basis.

On the Moodle page, you will find links to four video lectures, one press release, and one paper. Please watch all of those lectures and read the press release and the paper before our seminar begins.

Literatur

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.

Prüfungsinformationen

Im Fall von online durchgeführten Prüfungen sind die Standards zu beachten, die die technischen Geräte der Studierenden erfüllen müssen, um an diesen Prüfungen teilnehmen zu können.

Prüfungsmethode/n

Multiple-choice quizzes: each lecture is reinforced with a short quiz. (Worth a total of 25% 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 – A presentation of a comprehensive analysis of the way in which an original element of game design is intended to mitigate a neuropsychological issue for the player. These elements could include character designs, gameplay, NPCs, UI, training and familiarization, or almost anything else. A proposal must be submitted and accepted before the student begins work on their final project. All work on the final project must be unique to this seminar. (Worth 40% of the final mark.) 

Participation. (Worth 15% of the final mark)

Prüfungsinhalt/e

The multiple-choice quizzes will take place in real time, during each lecture. Each quiz will address only the content of that lecture.
No studying or other preparation should be required, but the students will have to listen attentively and process what they are hearing and reading in real time.

Beurteilungskriterien/-maßstäbe

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:
A presentation of a comprehensive analysis of the way in which an original element of game design is intended to mitigate a neuropsychological issue for the player:
• 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
• A 500-600-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 plagiarizing 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.

Beurteilungsschema

Note Benotungsschema

Position im Curriculum

  • Masterstudium Game Studies and Engineering (SKZ: 992, Version: 17W.2)
    • Fach: Gebundenes Wahlfach (19W) (Wahlfach)
      • 4.1 Advanced Topics in Game Research and Engineering ( 0.0h SE / 4.0 ECTS)
        • 780.412 4.1 Advanced Topics in Game Research and Engineering (2.0h SE / 4.0 ECTS)
          Absolvierung im 1., 2., 3. Semester empfohlen

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