DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD3032 | Serious Games | Spring | 2 | 2 | 3 | 5 |
Language of instruction: | English |
Type of course: | Must Course |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
Course Lecturer(s): |
Instructor MEHMET ONUR KALKAN Instructor SERVER ZAFER MASALCI |
Course Objectives: | The Serious Games course aims to provide students with a comprehensive understanding of how games can be designed for purposes beyond entertainment, such as education, training, healthcare, and social awareness. |
The students who have succeeded in this course; 1. Identify key Unity components relevant to serious game development, such as UI elements, physics systems, and animation tools. Recall fundamental concepts of serious games, including their application in education, healthcare, and training. 2. Explain the core principles of serious game design, including motivation, engagement, and learning theories. Describe how game mechanics, storytelling, and user experience contribute to the effectiveness of serious games. Develop a serious game concept by defining its objectives, target audience, and key mechanics. 3. Apply game design techniques to create engaging and meaningful interactions that align with real-world challenges. Use playtesting methods to gather user feedback and refine game mechanics accordingly. 4. Compare different types of serious games (e.g., educational, health-based, military training) and assess their effectiveness. Examine the role of gamification in serious game design and its impact on user engagement. Analyze ethical considerations in serious game development, such as accessibility, inclusivity, and potential biases. 5. Assess the effectiveness of a serious game by measuring its impact on player behavior, learning outcomes, or skill development. Critique existing serious games based on their design, user engagement, and real-world applicability. 6. Design a prototype of a serious game, integrating well-defined objectives, mechanics, and engagement strategies. Develop a game design document (GDD) outlining the serious game’s purpose, mechanics, narrative, and expected outcomes. Present and justify design choices based on research, user feedback, and industry best practices. |
This course deals with the implementation of game projects in the serious games genre. Throughout the semester, game projects are developed by reinforcing theoretical knowledge. Teaching Methods: Lecture, Reading, Implementation, Simulation, Discussion, Case Study, Individual Study, Guest Speaker, Educational Game, Project, Problem Solving. |
Week | Subject | Related Preparation |
1) | Course Overview | |
2) | Introduction to Serious Games | |
3) | Design Principles of Serious Games | |
4) | Simulation Games and Training | |
5) | Serious Games for Social Change | |
6) | Platforms and Technologies for Serious Games | |
7) | Storytelling and Narrative in Serious Games | |
8) | Business and Marketing of Serious Games | |
9) | Game Prototype Presentations | |
10) | Final Project Idea Presentations | |
11) | Psychology and Pedagogy in Serious Games | |
12) | Serious Game Development I | |
13) | Serious Game Development II | |
14) | Game Presentations |
Course Notes / Textbooks: | |
References: | Bogost, I. (2007). Persuasive games: The expressive power of videogames. MIT Press. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin Press. Schell, J. (2019). The art of game design: A book of lenses (3rd ed.). CRC Press. |
Semester Requirements | Number of Activities | Level of Contribution |
Laboratory | 2 | % 35 |
Midterms | 1 | % 25 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 4 | 56 |
Laboratory | 9 | 2 | 18 |
Homework Assignments | 2 | 10 | 20 |
Midterms | 1 | 15 | 15 |
Final | 1 | 20 | 20 |
Total Workload | 129 |
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. | 4 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 3 |
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. | 3 |
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. | 5 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 5 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 3 |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | 2 |
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. | 3 |
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. | 3 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 5 |
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. | 2 |