MIS41000 Games and Play in a Digital World

Academic Year 2019/2020

Game Thinking provides a theoretical foundation and practical knowledge for aspiring designers, entrepreneurs, managers, and industry specialists to employ game thinking, game theories and gamification; to interpret and design engaging innovations.

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Curricular information is subject to change

Learning Outcomes:

Gain an understanding of the history and current developments in the game perspective. Develop a critical understanding of the philosophy, theory and concepts of games & play. Apply this understanding to organisations, markets, systems and technology design. Communicate the subtle and complex impacts that arise in contemporary organisations, industry, and society. To have researched and employed game thinking for product and service innovation, considering the wider social impacts of value, ethics, engagement and impact of digital society.

Indicative Module Content:

Study the philosophy and theory of games and play. Apply principles from game design and gamification.
Employ cultural theory to interpret play, game thinking, traditional game theory, and gamification.
Apply and develop game-like features for service design, and engagement for general use.

Student Effort Hours: 
Student Effort Type Hours
Seminar (or Webinar)

30

Specified Learning Activities

70

Autonomous Student Learning

100

Total

200

Approaches to Teaching and Learning:
The class is taught in an intensive week-long workshop format. We apply a "Sprint" process to structure ideation, designing, building and testing a prototype (Knapp et al., 2016). Groups define a challenge, research the area, respond and create a prototype to evaluate and learn from. Each group generates and selects ideas to create and then develop concepts to prototype level using story-boards, mock-ups, paper prototyping or a digital platform of their own choice. The project culminates in a studio examination on the
last day of the workshop to display and present the work. 
Requirements, Exclusions and Recommendations

Not applicable to this module.


Module Requisites and Incompatibles
Not applicable to this module.
 
Assessment Strategy  
Description Timing Open Book Exam Component Scale Must Pass Component % of Final Grade
Continuous Assessment: Coursework Throughout the Trimester n/a Graded Yes

100


Carry forward of passed components
Yes
 
Resit In Terminal Exam
Autumn No
Please see Student Jargon Buster for more information about remediation types and timing. 
Feedback Strategy/Strategies

• Feedback individually to students, post-assessment

How will my Feedback be Delivered?

Not yet recorded.

Name Role
Professor Donncha Kavanagh Lecturer / Co-Lecturer