Week |
Subject |
Related Preparation |
1) |
Introduction to Psychology
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2) |
The Human Experience
- The basics about Personality Theory Approach, scientific observation, how to develop a systematic and inclusive theory.
- Why care about the gamer psychology and behavior in general
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Watch: Meier, S. (2010). Sid Meier's Psychology of Game Design. GDC talk. (77 Mins) |
3) |
Information Processing and Human Brain
- the basics of information processing in the brain and how it affects experiences in a general perspective based on human senses
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4) |
Perception in Games
- Concept of understanding audience as in grasping the importance of playtests
- Perception, gestalt principles are going to be discussed during the class
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Watch: Robbins, A. (2013). “The art of misdirection”. TED Global (9 mins). |
5) |
Human Memory & Attention
- concepts of sensory memory, working memory and long-term memory
- forgetting curve, concentration, association, and repetition
- exemplary case studies covering the topic will be given
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6) |
Motivation & Emotion
- Theories on motivation
- intrinsic and extrinsic motivation and how they affect the player experience
- Theory of Flow |
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7) |
Midterm Project Presentations: Cognitive Game Analysis |
Midterm Project: Students will select a game and inspect some specific part which would represent the concepts that were discussed: Perception, memory, attention, motivation & emotion. |
8) |
Game User Experience
- Basic introduction about the field of User Experience
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9) |
Usability Heuristics
- Usability heuristics in software and video games will be introduced to students |
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10) |
Game Usability I
- Seven Usability Pillars (heuristics) for Game UX
- The first two heuristics (“Signs & Feedback” and “Clarity”) will be explained
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Watch: Daw, H. (2017). “The Small Sounds That Make A Big Difference”. TNW Conference. (20 min.) |
11) |
Game Usability II
- The remaining heuristics will be analyzed including; “Form Follows Function”, “Consistency”, “Minimum Workload”, “Error Prevention and Recovery” and “Flexibility”
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12) |
Engageability I
- The topics of engageability heuristics are going to be discussed
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Final Assignment Preperation -
Students are to choose a game and start analyzing it according to the seven usability pillars through two weeks of period. |
13) |
Engageability II
- Remaining topics on engageability heuristics (Game Flow and Emotion) are going to be introduced
- Fundamental knowledge will be given to students on topics such as game flow, discovery and learning curve on games
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14) |
Course Review and Final Project Presentations |
Project presentations should be prepared |
Course Notes / Textbooks: |
Hodent, C. (2017). The Gamer’s Brain: How Neuroscience and UX Can Impact Video Game Design. Boca Raton, FL: CRC Press. |
References: |
Madigan, J. (2015). Getting gamers: the psychology of video games and their impact in the people who play them. Ebook.
Gonzalez-Holland, E., Whitmer, D., Moralez, L., & Mouloua, M. (2017). Examination of the Use of Nielsen’s 10 Usability Heuristics & Outlooks for the Future. Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 61(1), 1472–1475.
Bernhaupt, R. (2010). Evaluating User Experience in Games.
Bernhaupt R. ed: (2016). Game User Experience Evaluation. Cham: Springer International Publishing.
González Sánchez, J. L., & Gutiérrez Vela, F. L. (2014). Assessing the player interaction experiences based on playability. Entertainment Computing, 5(4), 259–267. https://proxy.bau.edu.tr:2061/10.1016/j.entcom.2014.08.006
Aker, Ç., Rızvanoğlu, K., & Bostan, B. (2017). Methodological Review Of Playability Heuristics. Proc. Eurasia Graphics, Istanbul, Turkey, Nov, 405.
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Program Outcomes |
Level of Contribution |
1) |
Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. |
3 |
2) |
Analyze, synthesize, and evaluate information and ideas from various perspectives. |
4 |
3) |
Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. |
4 |
4) |
Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. |
4 |
5) |
Understand the technology and computational principles involved in developing games and master the use of game engines. |
2 |
6) |
Understand the process of creation and use of 2D and 3D assets and animation for video games. |
1 |
7) |
Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. |
5 |
8) |
Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. |
4 |
9) |
Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. |
1 |
10) |
Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. |
1 |
11) |
Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. |
1 |
12) |
Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |
1 |