-
Presentation
Presentation
This curricular unit is dedicated to the systematic study of games as objects of scientific inquiry. Its main objective is to equip students with the theoretical and practical tools needed to design, conduct, and analyze studies that use games (digital or analog) as a medium, a context, or an object of research.
-
Class from course
Class from course
-
Degree | Semesters | ECTS
Degree | Semesters | ECTS
Master Degree | Semestral | 4
-
Year | Nature | Language
Year | Nature | Language
1 | Mandatory | Português
-
Code
Code
ULHT6838-22897
-
Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
-
Professional Internship
Professional Internship
Não
-
Syllabus
Syllabus
Scientific Research Distinguish knowledge based on common sense from scientific knowledge Bibliographic search Stages of the scientific research process Formulation of objectives and hypotheses Scientific writing in accordance with APA standards Researching Play Play as a significant function Play beyond games: play with toys, on playgrounds and with technologies. Games as artifacts and activities: Formal analysis of gameplay. Critique. Games as social interaction III. Researching Players Games User Research (GUR) as part of the development process in the game industry From GUR planning and deliverables in triple-A video games to triple-I video games GUR process Layered models of game evaluation: Appeal, Understanding, Usability, Player Experience and Monetization Qualitative, quantitative, and mixed methods approaches.
-
Objectives
Objectives
Knowledge and understanding show an understanding of different academic approaches to the research of play, games and gaming be able to explain what characterizes games within the most common classifications be able to deliver evidence of what players experience in a game project life cycle identify ethical aspects of a game Define research questions in Game Design Skills and abilities Bibliographic Search, academic writing, citation according to APA style analyse games given a specific research question analyse games in relation to various intended uses being able to create research designs and use methods from several research fields. being able to choose and combine different academic approaches to study games given a specific context
-
Teaching methodologies
Teaching methodologies
A series of innovative methodologies are implemented in all the sessions of this curricular unit: - Active methodologies, in which the teacher mediates the training so that the student can present their point of view in class and increase their critical sense. - Use of STEAM resources. - The Maker Movement, as several disciplines and teachers are involved in the development of this course; - Project-orientated teaching, in which students work in groups, with peer review, to solve challenges proposed (problems) by the class.
-
References
References
American Psychological Association (2020). Publication manual of the American Psychological Association (7th Ed.). Washington, DC: APA. Drachen, A., Mirza-Babaei, P., Nacke, L. (2018). Games user research. Oxford University Press, New York Petri Lankoski and Staffan Björk (Eds.). 2015. Game Research Methods. Pittsburgh. ETC Press.
-
Assessment
Assessment
Avalição é constituído por duas componentes.
Descrição
Ponderação
Projeto Individual
50%
Avaliação Contínua (Leitura e Exposição de Artigos)
50%
Durante a componente lectiva os alunos irão ter dois tipos de avaliação, uma revisão de artigos ciêntificos (que irá decorrer ao longo do semestre) e um projeto individual.
-
Mobility
Mobility
No





