GAD3024 Psychology for Game DesignBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
GAD3024 Psychology for Game Design Fall 3 0 3 5

Basic information

Language of instruction: English
Type of course: Must Course
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Assist. Prof. ÇAKIR AKER
Course Lecturer(s): Assist. Prof. ÇAKIR AKER
Course Objectives: In this course, students will be introduced to the basic concepts and models of psychology in games and game design, including group work allowing them to analyze the players’ experience from a perspective of player psychology.

Learning Outcomes

The students who have succeeded in this course;

1) Understand the fundamental psychological mechanisms behind the gaming behavior
2) Understand the cognition, memory and attention
3) Analyze gamer behavior and play experience
4) Integrate game design with psychology

Course Content

The course aims to acquaint students with the basics of game psychology and its basic concepts such as perception, cognition, memory, and attention. The module will involve game-oriented topics such as understanding, reward/feedback mechanisms, engagement theory, entertainment, user experience, gaming experience, game intuitive effects, player types and flow theory. The course will also aim to provide assignments and assessments covering concepts of basics on gamer psychology via providing frameworks for analyzing player experience.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Introduction to Psychology
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 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
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 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
6) Motivation & Emotion - Theories on motivation - intrinsic and extrinsic motivation and how they affect the player experience - Theory of Flow
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
9) Usability Heuristics - Usability heuristics in software and video games will be introduced to students
10) Game Usability I - Seven Usability Pillars (heuristics) for Game UX - The first two heuristics (“Signs & Feedback” and “Clarity”) will be explained 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”
12) Engageability I - The topics of engageability heuristics are going to be discussed 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
14) Course Review and Final Project Presentations Project presentations should be prepared

Sources

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.

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 10
Application 1 % 10
Presentation 1 % 20
Project 1 % 20
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 40
PERCENTAGE OF FINAL WORK % 60
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 3 42
Application 2 3 6
Study Hours Out of Class 12 6 72
Midterms 1 3 3
Final 1 3 3
Total Workload 126

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
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