ISKM52 Digital Games - analysis and design

Faculty of Arts
Autumn 2023
Extent and Intensity
1/1/0. 5 credit(s). Type of Completion: k (colloquium).
Taught in person.
Teacher(s)
Mgr. et Mgr. Zdeněk Záhora (lecturer)
PhDr. Ladislava Zbiejczuk Suchá, Ph.D. (seminar tutor)
Guaranteed by
PhDr. Petr Škyřík, Ph.D.
Department of Information and Library Studies – Faculty of Arts
Contact Person: Mgr. Alice Lukavská
Supplier department: Department of Information and Library Studies – Faculty of Arts
Timetable
Thu 10:00–11:40 B204, except Thu 16. 11.
Course Enrolment Limitations
The course is also offered to the students of the fields other than those the course is directly associated with.
The capacity limit for the course is 20 student(s).
Current registration and enrolment status: enrolled: 15/20, only registered: 0/20, only registered with preference (fields directly associated with the programme): 0/20
fields of study / plans the course is directly associated with
there are 14 fields of study the course is directly associated with, display
Course objectives
The aim of the course is to teach students how to prototype games or interactive systems using game elements. The sub-goals are (a) develop the ability to critically analyze digital and board game rules and structure and (b) to teach students practical methods of rapid paper prototyping of gaming systems. These two building blocks support the main objective of the course which is (c) to improve students skill in designing games. The course includes a lecture by an expert actively working in the digital game development industry (Hangar 13, Madfinger, Amanita Design, Bohemia Interactive).
Learning outcomes
Student will be able to: - design simple games - create paper game prototypes - analyze and change rules of (digital) games - understand game design processes in game development environments - determine the type of target player and perceive the differences between the different experiences that games can stimulate - design and perform tests to verify game qualities for the target audience - to describe the creative possibilities of (non) digital games as a unique medium, i.e. as both a technology and a creative instrument. Course outcome: - 1x text: analysis of a specific (digital) game and/or game mechanic | solo work - 1x design: (digital) game design | solo work - 1x game: digital/board game prototype | teamwork
Syllabus
  • -- WORKSHOPs - Board Game Design (once every 3 weeks during the course)
  • -- DISCUSSION - With A Professional Game Designer (one of the weeks during the course - operationally)
  • TOPICS:
  • -- (Digital) Games, Game Design, Game Design Myths
  • -- Role of a Game Designer, Typology of Players
  • -- Creative Process, Fundamentals of Game Design
  • -- Ludemes, Game elements
  • -- Rules, Goals
  • -- Game vs. Play vs Gameplay | vs Toy vs Puzzle
  • -- Gameplay Deconstruction, Game Analysis
  • -- Playtesting, Focustesting
  • -- Game Balancing, Difficulty
  • -- Narrative Game Design
Literature
    required literature
  • HUNICKE, LEBLANC & ZUBEK. MDA: A formal approach to game design and game research. Discovery. 2004, Sv. 83. Dostupné z: http://www.cs.northwestern.edu/~hunicke/MDA.pdf
    recommended literature
  • MCALLISTER, Graham. The difference between focus testing and player testing. Edge [online]. 2012. Dostupné z: http://www.edge-online.com/features/the-difference-between-focus-testing-and-player-testing
  • SCHULTZ, Charles, BRYANT, Robert. Game Testing Mercury Learning & Information. 2011.
  • GEE, James Paul. What video games have to teach us about learning and literacy. Palgrave. 2003.
  • AARSETH, Espen. Introduction to Gamestudies. 2001. Dostupné z: http://www.gamestudies.org/0101/editorial.html
  • BARTLE, Richard. Hearts, Clubs, Diamonds, Spades: Players who suit MUDs. 1996. Dostupné z: http://www.mud.co.uk/richard/hcds.htm
  • LEVY, Luis, NOVAK, Jeannie. Game Development Essentials: Game QA & Testing. Cengage Learning. 2009.
  • ENTERTAINMENT SOFTWARE ASSOCIATION. Essential Facts: About the computer and videogame industry – 2013. Dostupné z: http://www.theesa.com/facts/pdfs/ESA_EF_2013.pdf
  • DOSTÁL, Jiří. Výukový software a počítačové hry – nástroje moderního vzdělávání. In Časopis pro technickou a informační výchovu. 2009.
  • AARSETH, Espen. Cybertext: Perspectives on Ergodic Literature. JHU Press. 1997.
  • BOGOST, Ian. Persuasive games : the expressive power of videogames. 1st MIT Press pbk. ed. Cambridge, Mass.: MIT Press, 2010, xii, 450. ISBN 9780262026147. info
  • MÄYRÄ, Frans. An introduction to game studies : games in culture. first published. Los Angeles: SAGE, 2008, ix, 196. ISBN 9781412934466. info
  • JENKINS, Henry. Convergence culture : where old and new media collide. 1st published in paperback. London: New York University Press, 2008, xi, 353. ISBN 9780814742952. info
  • SCHELL, Jesse. The Art of Game Design: A book of lenses. 2008. ISBN 0-12-369496-5. info
  • KERR, Aphra. The business and culture of digital games : gamework/gameplay. first published. London: SAGE Publications, 2006, x, 177. ISBN 1412900476. info
  • JUUL, Jesper. Half-real : video games between real rules and fictional worlds. Cambridge, Mass.: MIT Press, 2005, ix, 233. ISBN 9780262516518. info
Teaching methods
lectures, workshops, reading, team game design and prototyping
Assessment methods
group discussion of the team project, submission of texts (analysis, own design), intermediate tasks
Language of instruction
Czech
Further comments (probably available only in Czech)
Study Materials
Teacher's information
Classes will be held at the Faculty of Computer Science on Thursdays 10-12. Room to be determined.
The course is also listed under the following terms Autumn 2019, Autumn 2020, Autumn 2021, Autumn 2022, Autumn 2024.
  • Enrolment Statistics (recent)
  • Permalink: https://is.muni.cz/course/phil/autumn2023/ISKM52