Digital Games Technologies

Objectives

To provide a general overview of the digital games area, not only in the entertainment area, but also regarding serious games. It also includes analysis of devices and hardware technology, as well as needed business models.

General characterization

Code

12718

Credits

6.0

Responsible teacher

João Almeida das Rosas, Luís Manuel Camarinha de Matos

Hours

Weekly - 4

Total - 60

Teaching language

Português

Prerequisites

Knowledge in a programming language (C ++, Java, C #, Python, ...)

Bibliography

Lectures'''''''' handouts

- Digital game design for elderly users - Wijnand Ijsselsteijn et al

- From game design elements to gamefulness: defining "gamification" - Sebastian Deterding ET AL

- Player-Centred Game Design: Player Modelling and Adaptive Digital Games - Darryl Charles et al

- Player-Centred Game Design: Player Modelling and Adaptive Digital Games - Pablo Moreno et al

Teaching method

The theoretical parte of the discipline includes the presentation of the fundamentals of digital games through slides, videos, and demos.

In the practical/laboratory component, students proceed to develop a digital game fully. At each stage of development, students receive the necessary documentation, slides, software tools, and demos illustrating the use of these resources.

Evaluation method

- Mini-projects

- Final project

- Interim and final reports

Each item includes the evaluation of theoretical and practical components.

Given the characteristics of the discipline, which is predominantly practical, the evaluation does not include tests or exams. Alternatively, evaluation methods that include individual and group projects, presentations, and peer review will be chosen to evaluate the theoretical and practical components.

Final score: 50%*TP + 50%*P

Subject matter

1. INTRODUCTION

2. CLASSES OF GAMES

3. GAME DESIGN

4. DEVICES AND TECHNOLOGIES

5. BUSINESS MODELS

Programs

Programs where the course is taught: