Module Overview

Gameplay and Ludology

The primary aim of this module is to provide students with an overview of the structural and formal features of
contemporary games design and production, and to introduce them to the technical, legal and social issues
surrounding games and the games industry. The module encourages students to develop proof of concept
proposals for developing specific games ideas.

The module provides students with a thorough understanding of games, game play, ludology (the study of play),
game genres, game design, game production, the games industry, and the social, ethical and legal issues
surrounding the development of games in modern society. It will enable students to critically analyse and report on
trends in the games industry. It examines the common technical issues associated with game development and
emphasises the importance of the game design document as a blue print for game design.

Module Code

GAME 1001

ECTS Credits

5

*Curricular information is subject to change

History of games and game design

History of games and game design. The gaming industry.

Game genres. What is a game?

Game genres. What is a game? What is the design process? Defining the audience?

Game ideas and themes, player motivation, feedback and fulfilment, player-centric design, prototypingand play testing

Game ideas and themes, player motivation, feedback and fulfilment, player-centric design, prototypingand play testing. Formal elements of gameplay, rules and boundaries, choice and probability, mechanics,rewards and structure, stories, movies, narrative and characters, gameplay and balance and leveldesign, interface, documenting the design, game design tools, environment design

Managing innovation, team building and management, game architecture and design, design pitfalls.

n/a

Technical issues regarding AI, graphics and networking.

n/a

Legal, social and ethical issues.

n/a

Serious games

n/a

The module will be taught by lecture, demonstration, group work and presentations. Teaching takes place in a
digital media laboratory environment with appropriately fitted out PCs. Students will be encouraged to be
pro-active in their approach to learning through the use of case studies and simulation exercises, working
independently and in groups. In some cases, students will be expected to use computer-based learning material
to supplement studies.


The practical element of the module will be supported through the medium of supervised and independent
practical sessions and group presentations. Students will be able to explore the characteristics, advantages
and limitations of approaches learnt through their application to suitable case studies and simulation
exercises. Where appropriate, students will provide feedback from group research through cascading the
knowledge to peers and through presentations. In-class discussions and reviews of leading research papers in
each topic covered will also contribute towards the practical content. Guest lecturers from industry and
academia will be invited, where appropriate, to expose students to how topics covered in this module are used
within the broader area of knowledge management.

Module Content & Assessment
Assessment Breakdown %
Other Assessment(s)100