Official course description, subject to change:
Preliminary info last published 15/11-23
Offered to guest students:
Offered to exchange students:
Offered as a single subject:
Price for EU/EEA citizens (Single Subject):
MSc in Games
27 January 2025
30 May 2025
AbstractThis 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.
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 prerequisitesStudents 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
Ordinary examExam type:
C: Submission of written work, Internal (Pass / Fail)
C11: Submission of written work