Official course description:
Full info last published 15/11-22

Playable Media

Course info
Language:
English
ECTS points:
7.5
Course code:
KGPLMED1KU
Participants max:
40
Offered to guest students:
yes
Offered to exchange students:
yes
Offered as a single subject:
yes
Price for EU/EEA citizens (Single Subject):
10625 DKK
Programme
Level:
MSc. Master
Programme:
MSc in Games
Staff
Course manager
Associate Professor, Head of study programme
Teacher
Part-time Lecturer
Course semester
Semester
Forår 2023
Start
30 January 2023
End
25 August 2023
Exam
Exam type
ordinær
Internal/External
intern censur
Grade Scale
bestået/ikke bestået
Exam Language
GB
Abstract
This course is designed to introduce students to designing play and games from the perspective of Critical Design. The goal is to give students theoretical and practical knowledge about play that they can use in different subject areas, from game design and interaction design to software development.
Description

This course leverages the knowledge about game design, programming, and culture that students have acquired in previous semesters, and applies it to the domain of designing playable experiences for different kind of media. It is both an application of games and play design to domains beyond games and about challenging conventions when designing games.

Students will gain 4 things:
  • An understanding of Critical Design as a strategy for designing, developing, and analyzing interactive media from the perspective of play.
  • Design methods and tools to create digital interactive playable experiences, such as games, toys, or playable interfaces.
  • Media theory that allows students to identify new trends in technology and design, and develop new concepts for those trends.
  • A critical reflexive perspective to one's capacity as a risk-taking and responsible designer in order to identify new paths in game development and beyond.

Formal prerequisites
Students from all ITU programs are welcome to join this course. If prospective students are not familiar with play design and related theories, they must contact the course manager and familiarize themselves with the topic by reading a set of texts recommended by the course manager. Students from the ITU's design programs are expected to be proficient in design research writing, prototyping, and practical design. Students from the ITU's software development programs are expected to be proficient in programming and prototyping. Programming knowledge is an advantage, but not a requirement.
Intended learning outcomes

After the course, the student should be able to:

  • Analyse and discuss the cultural importance of play as a form of expression.
  • Describe how play is used in the development of interactive services and games.
  • Explore and account for how play can be evoked from design practices and principles.
  • Describe the possible uses of play as an instrument or effect of the design of interactive services.
  • Identify the creative and expressive potential of play as a design approach
  • Apply play theory to the design and implementation of experiences in digital environments
Learning activities

The course consists of lectures, small non-mandatory exercises, and one exam project. For the exam project, students will work individually and they are guided to approach their chosen topic unconventionally, from the perspective of critical design.

The resulting digital or digitally enhanced artifact design can be framed within different design traditions from which they seek theoretical and methodological support. These include:  
  • Playful digital service design
  • Toy design
  • Game design
  • Gamification design
  • Playground design
  • Activist media design
  • Playful social media design
  • Interactive installation design
  • Urban and pervasive game design
  • Serious game design
  • Disobedient electronics
  • Artistic approaches to digital technology
  • Critical Technical Practice

Course literature

The course literature is published in the course page in LearnIT.

Student Activity Budget
Estimated distribution of learning activities for the typical student
  • Preparation for lectures and exercises: 10%
  • Lectures: 30%
  • Exercises: 10%
  • Project work, supervision included: 50%
Ordinary exam
Exam type:
C: Submission of written work, Internal (Pass / Fail)
Exam variation:
C11: Submission of written work
Exam submisson description:
Students will be examined based on a prototype and a report.

The report consists of an introduction to the project and a personal reflection. The prototype and the report have equal weight in the grading.

The prototype will be graded according to its originality and innovation, rather than the quality of implementation. The individual reflection will be graded based on its clarity, originality, and analytical approach applied. Use of course theory, deep understanding of the value and context of the created prototype, and critical reflection are key attributes of a good report.


reexam
Exam type:
C: Submission of written work, Internal (Pass / Fail)
Exam variation:
C11: Submission of written work

Time and date
Ordinary Exam - submission Tue, 30 May 2023, 08:00 - 14:00
Reexam - submission Wed, 26 Jul 2023, 08:00 - 14:00