TC830 Introduction to Serious Games

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This is the syllabus for the Fall 2007 offering of TC832.

Overview

Through the process of play, we (humans) can learn and problem solve. Further, play invokes powerful emotions in players that provide incentive, motivation, and engagement not found in most other forms of learning. While many prescribe play as solely a childhood activity, it has powerful application for learning well into adulthood. This notion can be found in the recent "serious games" movement. Serious games are games which are built for a purpose beyond just entertainment or entertainment games that can be reapplied for serious purposes, including games for learning, games for health, games for change, and advergames.

In this course, students will explore the rationales, principles, processes, and pedagogies for serious game design while gaining a foundation in serious game development. Students will also explore applications of serious game genres and simulations through playtesting and analysis. The business of serious games will also be examined, including funding and distribution.

Course objectives include:

  • To apply pedagogical principles and research findings to design and evaluation of games, simulations, and other high impact learning objects, including embedding assessment, scaffolding and distributed cognition.
  • To accommodate context-appropriate audience characteristics while considering issues such as age, gender, digital divide, and accessibility considerations.
  • To explore different approaches to designing elements of gaming in interactive learning experiences.

Prerequisites:

This course is for masters students, particularly those in the serious games program or certificate. However, the course is open to non-major graduate students and advanced undergraduate students as space allows.

There are no set prerequisites for the course. However, the course is by application only. A reasonable level of technical competency with digital media design tools, such as Photoshop and web authoring, is assumed.

Philosophy

This course may be different from those you have taken in the past. You may view my teaching philosophy for more details.

Contact Information and Office Hours:

Brian Winn
Email: winnb@msu.edu
Office: 420 Comm Arts Bldg.
GEL Lab: 253 Comm Arts Bldg.
Phone: 353-5497

Usually the best way to reach me is through email. I prefer that all questions relating to class materials be ask either on the class web site, in person, or through email.

Office hours will be held during the following times:

Brian Winn in room 420
Wednesday 1:30-3:30
or by appointment

Computer Lab Hours

Sunday 12pm to 10pm
Monday 8am to 10pm
Tuesday 8am to 10pm
Wednesday 8am to 10pm
Thursday 8am to 10pm
Friday 8am to 5pm
Saturday 12pm to 10pm

Check the for open hours to see when no classes are in the lab.

Please note the Acceptable Use of MSU equipment and services.

Course Web Site

The primary method of out of class communication is the course website/blog. The instructor will use it to post reminders, announcements, and other information. It is your responsibility to check the regularly (daily if possible) for lecture and lab announcements.

Reading and Reference Materials

The following books will be used throughout the course for required reading assignments:

Developing Serious Games
By: Bryan Bergeron
Charles River Media
ISBN 1-58450-444-7

Beginning Flash Game Programming
By: Andy Harris
Wiley Publishing
ISBN 0-7645-8962-8

Additional reading and reference materials will be distributed in class or available on the web. This includes a variety of academic research papers, articles, book excepts, and web resources.

Other Course Materials

In addition to your student AFS storage space, it is highly suggested that you have an additional method of storing your course work. Availabe storage methods in the lab include:
  • iPod or Portable Hard Drive (USB or Firewire)
  • USB Flash Drive
  • CD-RW (650 MB)
  • DVD-RW Media (5GB)

The storage media is available from several computer and office stores around town. You can also purchase them from online store, such as Amazon.com.

Attendance

Class Times:
Tuesday 6:00-8:50p

We will meet in CAS 246 on most days.

Attendance is required on all class days. There are no makeups. If you must miss a class, check the Web pages for what you have missed and ask a friend in the class. The class includes lecture, discussion, demonstrations, and work sessions.

If you already know the material that is being covered, please participate in the teaching process, rather than leaving or sitting there feeling bored. Let us know of your expertise as we go along and we will include you as an expert.

Religious Observance: If you wish to be absent from class to observe a religious holiday, make arrangements in advance with the instructor.

Missing Class to Participate in a Required Activity: To be excused from this class to participate in a required activity for another course or a university-sanctioned event, you must provide the instructor with adequate advanced notice and a written authorization from the faculty member of the other course or from a university administrator.

Assignments

Grading: All assignments will be graded on a 4.0 scale. While each assignment may receive fractional grades (ex: 3.78), the final class grade will be rounded to the nearest 0.5 increment (ex: 3.0, 3.5, 4.0).

For each assignment, we will layout the guidelines of what we will be grading on. In general, we will be looking for well thought out work with attention to detail, as is expected of graduate students. The grading standards are based on an industry-quality measure.

We will provide a base-level of feedback on our grading. Additional feedback will be available by request.

Policy on Late Work: Assignments must be turned in sometime during the day they are due. We may begin grading them as early as 8am the next morning. Assignments that are one day to one week late will be marked down one full point (i.e., if it was a 4.0, it is a 3.0, etc). Assignments that are more than one week late will be marked down an additional full grade point. If the assignment is not turned in by the end of finals week, you will receive a 0.0 on that assignment.

You must make every effort to submit your assignments on time. However, we recognize that technology problems can get in the way of submitting a project on time. And we recognize that multimedia design always takes longer than one expects.

With this said, there are at least three good reasons that you should turn assignments in on time:

  • There is a lot of work in the course, if you procrastinate on assignments, you will not be able to catch up.
  • The assignments are not just busy work. By doing the assignments, you will be gaining valuable knowledge and skills. Further, each assignment builds upon the knowledge and skills of the previous one.
  • We will have time to provide feedback to you on how to improve your work, which you can apply to your future assignments.

The one exception to this rule is in class presentations. You must be ready to present on the date you are assigned to present. The presentation will be rescheduled only in extreme circumstances.

Academic Honesty

Academic Honesty: Article 2.3.3 of the Academic Freedom Report states that "the student shares with the faculty the responsibility for maintaining the integrity of scholarship, grades, and professional standards." In addition, the Department of Telecommunicatoin adheres to the policies on academic honesty as specified in General Student Regulations 1.0, Protection of Scholarship and Grades, and in the all-University Policy on Integrity of Scholarship and Grades, which are included in Spartan Life; Student Handbook and Resource Guide.

Plagiarize: Copying material and claiming it as your own is considered plagiarism. Make sure you cite all of your sources and give credit where credit is due.Students who plagiarize may receive a 0.0 on the assignment or fail the course.

Copyright: Most material developed by others is protected by the Copyright Act. There are guidelines available for "fair use" of copyrighted material for education. Make sure you adhere to these fairly restrictive guidelines. And once again, give credit where credit is due.

If you plan to use your project outside of the class setting, make sure you receive permission from the copyright holder for all copyrighted material.

Submitting Work from Other Classes: The Digital Media Art and Technology courses in the College of Communication Arts and Sciences are creative courses. It is not acceptable to turn in the same creative assignment to more than one course. (If you wish to do a larger project that counts for two different courses, please ask permission of the instructors.) It is not acceptable to turn in the same creative assignment in two different semesters. DMAT faculty talk to each other often, and outstanding projects are shown at the annual DMAT Student Showcase. If we discover the same assignment being turned in to more than one course without prior instructor approval, the project grade will revert to 0.0.

Classroom Courtesy

The classroom is a community, and, as such, the instructor requires that the students must follow several basic guidelines:

Cell Phones: The instructor has a strict no cell phone policy (this includes pager’s and PDA phones) during class time. If you have a cell phone, be absolutely sure that it is turned off during class. If any student engages in a phone discussion during class, they will be immediately asked to leave.

Late Arrival: The instructor understands that there are often unpredictable events that prevent students from arriving to class on time. If this is the case, please be respectful of others, and enter the class as quietly as possible.

Departing Early: It is extremely rude and oftentimes disruptive to both fellow classmates and the instructor when students leave early without a genuine reason. If you know in advance that you are going to be forced to leave the class early, be absolutely sure that you take a seat as close to the exit as possible so that when you do leave, your departure will cause a minimum of disruption. You should also notify the instructor at the beginning of class of your early departure.

In Class Talking: It is extremely important that all students respect their peers (as well as the instructor) and refrain from any unnecessary disruptive talking during class. The instructor encourages an open environment in which everyone has a right to express their own opinions and ideas. However, everyone should be able to do so without having to talk over any of their peers in order to be heard.

Portable Music Devices: Under no circumstances are students allowed to use portable music devices (MP3 players, CD Players, etc.) during class. You come to class to learn. If students are observed using portable music devices when the class starts, they will be asked to put the device away. If they persist on using the device, they will be asked to leave the class.

Portable Video Game Systems: Under no circumstances are students allowed to use portable video game systems (GameBoy, etc.) during class. If students are observed using a portable video game system when the lecture starts, they will be asked to put the device away. If they persist on using the device, they will be asked to leave the class.

Accommodations for Disabilities

Students with disabilities should contact the Resource Center for People with Disabilities to develop reasonable accommodations. For an appointment with a counselor, call 353-9642 (voice) or 355-1293 (TTY).

Course Assignments

General (45%)

Assignment Percentage Assigned Due Date
Class Participation
10%
Tuesday, Aug 28 Throughout the class
Analysis of Serious Games
20%
Tuesday, Aug 28 Throughout the class
Weekly Knowledge Challenges
15%
Tuesday, Aug 28
Throughout the class

Project (55%)

Assignment Percentage Assigned Due Date
Overview
see below
Tuesday, Oct 9 Wed, Dec 6
Treatment
5%
Tuesday, Oct 16 Tuesday, Oct 23
Design Document (iterative)
15%
Tuesday, Oct 23 Tuesday, Dec 11
Early Prototype and Playtesting
2.5%
Tuesday, Nov 6 Tuesday, Nov 20
Late Prototype and Playtesting
2.5%
Tuesday, Nov 20 Tuesday, Dec 4
Project Delivery and Presentation
20%
Tuesday, Dec 11 Tuesday, Dec 11
Peer Review
10%
Tuesday, Dec 4 Wednesday, Dec 12
 

Weekly Calendar of Events

Topic Reading To Do:
Week 1 (Monday, August 27 thru Friday, August 31)

Classroom:

  • Who is Who?
  • About the Course
  • Overview of the Assignments

Read:

Assigned:

  • Class Participation
  • Analysis of Serious Games
  • Weekly Challenges
Lab:
  • Intro to Flash
Reference:
  • BFGP: Chapter 1 Why You Want to Write Games in Flash
  • BFGP: Chapter 2 Cruising and Using the Flash Environment
Week 2 (Monday, September 3 thru Friday, September 7)
Classroom:
  • Discuss Reading
  • Choosing games for analysis

Read:

  • DSG: Chapter 1 Historical Perspective
  • Winn, B. Design, Play, and Experience: A Framework for the Design of Serious Games for Learning. In Press.
Assigned:
  • Weekly Knowledge Challenge 1
Lab:
  • Your First Game
Reference:
  • BFGP: Chapter 3 Altered States
Week 3 (Monday, September 10 thru Friday, September 14)
Classroom:
  • Discuss Reading
  • Game Analysis Debriefing 1
Read:
  • DSG: Chapter 2 Working Context

Due:

  • Serious Game Analysis 1

Assigned:

  • Weekly Knowledge Challenge 2
Lab:
  • Intro to Actionscript
Reference:
  • BFGP: Chapter 4 Getting with the Program
  • BFGP: Chapter 5 Making an Interactive Game
Week 4 (Monday, September 17 thru Friday, September 21)
Classroom:
  • Discuss Reading
  • Game Analysis Debriefing 2
Read:
  • DSG: Chapter 3 Technology Trends

Due:

  • Serious Game Analysis 2

Assigned:

  • Weekly Knowledge Challenge 3
Lab:
  • Movie Clips
Reference:
  • BFGP: Chapter 6 Introducing Sprites and Movie Clips
  • BFGP: Chapter 7 Won't Be Long 'Til You Write Pong
Week 5 (Monday, September 24 thru Friday, September 28)
Classroom:
  • Discuss Reading
  • Game Analysis Debriefing 3
Read:
  • DSG: Chapter 4 Standards

Due:

  • Serious Game Analysis 3

Assigned:

  • Weekly Knowledge Challenge 4
Lab:
  • Input/Output
Reference:
  • BFGP: Chapter 8 Keyboard Input and Audio Output
  • BFGP: Chapter 9 It's Alive! Animating Your Sprites
Week 6 (Monday, October 1 thru Friday, October 5)
Classroom:
  • Discuss Reading
  • Game Analysis Debriefing 4
Read:
  • DSG: Chapter 5 Best Practices

Due:

  • Serious Game Analysis 4

Assigned:

  • Weekly Knowledge Challenge 5
Lab:
  • Intermediate Actionscript
Reference:
  • BFGP: Chapter 10 Building the Monster Traffic Game
Week 7 (Monday, October 8 thru Friday, October 12)
Classroom:
  • Form into Ideation Teams
  • Brainstorm High Concept

Read:

  • DSG: Chapter 6 Tools

Assigned:

  • Semester Project
  • Weekly Knowledge Challenge 6
Lab:
  • Game Math
Reference:
  • BFGP: Chapter 11 Vectors and Gravity
Week 8 (Monday, October 15 thru Friday, October 19)
Classroom:
  • Brainstorm Learning, Storytelling, Gameplay and User Experience

Read:

  • DSG: Chapter 7 Serious Business

Assigned:

  • Treatment
  • Weekly Knowledge Challenge 7
Lab:
  • Physics
Reference:
  • BFGP: Chapter 12 Vehicle Motion
Week 9 (Monday, October 22 thru Friday, October 26)
Classroom:
  • Game Treatment Pitch
  • Voting on Ideas
  • Forming in Project Teams
  • Discuss next steps of the project

Read:

  • DSG: Chapter 8 Serious Game Design

Due:

  • Treatment

Assigned:

  • Weekly Knowledge Challenge 8
  • Design Document
Lab:
  • Team Meeting
Reference:
  • BFGP: Chapter 13 The Life and Death of Sprites
Week 10 (Monday, October 29 thru Friday, November 2)
Classroom:
  • Work session

Read:

 
Lab:
  • Team Meeting
Week 11 (Monday, November 5 thru Friday, November 9)
Classroom:
  • Discuss Reading

Read:

 
Lab:
  • Design Document Review

Assigned:

  • Early Prototype and Focus Group
Week 12 (Monday, November 12 thru Friday, November 16)
Classroom:
  • Discuss Reading

Read:

 
Lab:
  • Team meeting
Week 13 (Monday, November 19 thru Friday, November 23)

Classroom:

  • Discuss Reading

Read:

Due:

  • Early Prototype and Focus Group
Lab:
  • Early Prototype Demo and Focus Group

Assigned:

  • Late Prototype and Playtesting
Week 14 (Monday, November 26 thru Friday, November 30)
Classroom:
  • Discuss Reading
  • Design Document Review
Read:
  • DSG: Chapter 9 Outlook
Lab:
  • Team meeting
Week 15 (Monday, December 3 thru Friday, December 7)

Classroom:

  • Playtesting
  • Final Milestones
Due:
  • Late Prototype and Playtesting

Assigned:

  • Final Delivery and Presentation
  • Peer Review
Lab:
  • Late Prototype Playtesting
  • Team Meeting
Finals Week (Monday, December 10 thru Friday, December 14)

Lab:

  • Course Evaluation
  • Final Presentations
  • Game Playing

NOTE: During official final exam time on Tuesday 6:00 - 8:00pm

Due:
  • Project Delivery and Presentation
  • Final Design Document
  • Peer Review (due by Wednesday, Dec. 12 by 5pm)

DSG = Developing Serious Games
BFGP = Beginning Flash Game Programming