Experimental Game Interaction

Summary

This is a course in conceiving, describing and prototyping game interaction that is novel and satisfying.

We will highlight the physical and sensory spaces of play, and create game concepts set in broader spatial contexts, as a means of developing new types of game mechanics. Unexpected gameplay opportunities, emerging gameplay and innovative user interfaces are all important domains for the class.

We will engage design ideation techniques that go beyond brainstorming, in favor of design research techniques that systematically explore new modes of interaction. It is our aim to draw upon our strengths in the area of physical computing and tangible interaction, though there will be opportunities to explore different game forms and develop new genres.

Admission requirements

1. General eligibility + the equivalent of English course B in Swedish secondary school.
2. At least 30 credits within one of the following fields: art, computer science, design, game design, grafic design, interactiondesign , media production or equivalent.

Selection:

credits 60% final grades 20% national university aptitude test 20%

Syllabus

Syllabus for students autumn 2015, autumn 2014

Course Code:
KD332A revision 2
Level of specialisation
G1F
Main fields of study:
No main fields
Language:
English
Date of ratification:
02 June 2014
Decision-making body:
Faculty of Culture and Society
Enforcement date:
03 September 2012

Entry requirements

1. General eligibility + the equivalent of English course B in Swedish secondary school.
2. At least 30 credits within one of the following fields: art, computer science, design, game design, grafic design, interactiondesign , media production or equivalent.

Specialisation and progression relative to the degree regulations

The course can normally be included as part of a general degree at undergraduate level.

Contents

Rather than focusing on games as abstract rule systems mediated by new technologies, this course will instead explore the contributions of play peripheries to novel game interaction. We will highlight the physical and sensory spaces of play, and develop game prototypes set in broader social and cultural contexts.

Learning outcomes

By the end of the course, students will be able to demonstrate the following:
Learning outcomes: Knowledge
Students will demonstrate their understanding of experimental game interaction through the capacity
to:

  • Be able to identify the potential of new forms of game interaction and discuss them from the perspective of their design and research relevance.(1)
  • Be able to demonstrate familiarity with a specific genre of game interaction.(2)
  • Be able to reflect upon and explain the concepts of the chosen game interaction mode with reference to basic design texts and research literature.(3)
Learning outcomes: Skills
Students will demonstrate the ability to:
  • Be familiar with a range of appropriate methods for exploring experimental game interaction through prototyping and evaluation.(4)
  • Be able to design new forms of playtesting to evaluate experimental game interaction.(5)
  • Be able to design and prototype a playable experimental game that demonstrates novel interaction in a longer project process.(6)
Learning outcomes: Values
Students will choose to:
  • Demonstrate professionalism, responsibility for design outcomes, and the ability to make well articulated design decisions.(7)

Learning activities

With focus on a larger, term-long project, this class seeks to explore new interaction possibilities through student-led seminars on different game forms, in which seminar leaders present an overview of the current interaction modes possible within those forms, and propose areas with strong interactive potential that are currently underexplored.
The course combines lectures, seminars and design critiques as a means of supporting the process of creating novel game interaction. We take fieldtrips to visit industry partners. We are supported by the resources of K3, including the prototyping lab for exploring electronics and sensor-based interaction, as well as the workshop for constructing physical prototypes.

Assessments

Examination 1: Assignment 1, 2, 3 (7 credits)
The experimental game design assignments cover the above stated learning outcomes 1, 3, 4, 5, 7
Examination 2: Seminar on topic within the scope of experimental game interaction (3 credits)
The seminar covers the above stated learning outcomes 1, 2
Examination 3: Presentation and critique of final game projects (5 credits)
The final project presentations cover the above stated learning outcomes 1, 2, 3, 4, 5, 6, 7

Grading system

Excellent (A), Very Good (B), Good (C), Satisfactory (D), Pass (E) or Fail (U).

Course literature and other teaching materials

Required:// Salen and Zimmerman, Rules of Play: Game Design Fundamentals.

Recommended:// Salen and Zimmerman, The Game Design Reader: A Rules of Play Anthology

In addition, there will be weekly reading and playing recommendations, and students will be encouraged to identify other resources.

Course evaluation

Evaluation is an integral part of the course. A final written evaluation based on the learning outcomes is done at the end of the course. This evaluation is used as a starting point for an oral evaluation which includes a discussion of measures to be taken to develop the course. The result of the evaluation is summarized and made available in a report to be used as a basis for future courses.

Contact

The education is provided by the Faculty of Culture and Society at the department School of Arts and Communication.

Further information

Studentservice, K3 - Malmö universitet,