Official course description, subject to change:
Basic info last published 1/10-19

Psychology of Play and Games

Course info
Language:
English
ECTS points:
7.5
Course code:
KGPSPLG1KU
Participants min:
1
Participants max:
50
Offered to guest students:
yes
Offered as a single subject:
yes
Price (single subject):
10625 DKK (incl. vat)
Programme
Level:
MSc. Master
Programme:
Master of Science in Information Technology (Games)
Staff
Course manager
Assistant Professor
Course semester
Semester
Forår 2020
Start
27 January 2020
End
31 August 2020
Abbreviation
20201
Exam
Abstract

The objective of the course is to provide students with ways of understanding, articulating and thinking critically about some of the fundamental assumptions about the psychology of games, play and players, both human and non-human. 

Description

The course introduces the student to classic psychological theory and ideas about games and play. The course relates these to research into contemporary issues and debates such as:

 

  • Gambling versus gaming and ‘loot boxes’
  • Dark design patterns
  • Addiction
  • Violence and social learning
  • The psychology of esports
  • Player types
  • Biases
  • Social dynamics in online spaces

These topics will be discussed against the backdrop of the main schools of thought in psychology: behavioral, cognitive, social, and existential-humanistic psychology. 

The course is designed to help students think critically about how games and play in a broad sense can be understood in a psychological framework; but also, how specific game elements might or might not influence players. 

Furthermore, the course will explore the affordances of the virtual worlds that have come to be the backdrop of a lot of play in the 21st century. 

The students will be tasked with not only learning about various psychological approaches to human play, games, and motivation in general, but also to implement these in playful interactions. How might one approach a design task based on the tenants of e.g. behavioral psychology as opposed to humanistic psychology?

Intended learning outcomes

After the course, the student should be able to:

  • Identify and account for select key questions and theoretical positions in the psychology of games and play.
  • Account for relevant theoretical perspectives on games and play.
  • Analyze and discuss a select issue within the subject area of the psychology of games and play and possibly to discuss the potential implications whether they are e.g. political, ethical, philosophical, historical or societal issues, challenges, etc.
  • Present relevant concepts from the curriculum precisely, and use these concepts in a well-argued manner in an investigation of a problem related to the understanding or analysis of games.
Ordinary exam
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