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Syllabus for TDT71 is the following (175 pages):

Games, history and players (87 pages):

1. Mark Overmars, “A Brief History of Computer Games”, http://www.cs.uu.nl/docs/vakken/b2go/literature/history_of_games.pdf , January 30, 2012. (35 pages)
2. Lin, Holin, and Chuen‐Tsai Sun. "Massively Multiplayer Online Role Playing Games (MMORPG s)." The international encyclopedia of digital communication and society (2015): 1-7. (7 pages)

3. Carsten Magerkurth, Adrian David Cheok, Regan L. Mandryk, and Trond Nilsen, “Pervasive Games: Bringing Computer Entertainment Back to the Real World”, ACM Computers in Entertainment 3(3), 2005. (19 pages)

4. Juho Hamari and Janne Tuunanen. "Player Types: A Meta-synthesis." Digra, Vol 1, No 2, 2014. (25 pages)

Engagement and Motivation (47 pages):

5. Tom W. Malone, “What makes things fun to learn? Heuristics for designing instructional computer games”, Proceedings of the 3rd ACM SIGSMALL Symposium, 1980. (8 pages)
6. Penelope Sweetser and Peta Wyeth, “GameFlow: a model for evaluating player enjoyment in games”, ACM Computers in Entertainment 3(3), 2005. (24 pages)

7. Wang, Alf Inge, and Andreas Lieberoth. "The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot." European Conference on Games Based Learning. Vol. 20. Academic Conferences International Limited, 2016. (10 pages) 

8. Wang, Alf Inge, et al. "Evaluation of the Game Exermon–A Strength Exergame Inspired by Pokémon Go." International Conference on Advances in Computer Entertainment. Springer, Cham, 2017. (15 pages)

Game Development (42 pages):

9. Penelope Sweetser and Janet Wiles, “Scripting Versus Emergence: Issues for Game Developers and Players in Game Environment Design”, International Journal of Intelligent Games and Simulations, 4(1), 2005. (9 pages)

10. David Callele, Eric Neufeld, Kevin Schneider, "Requirements Engineering and the Creative Process in the Video Game Industry," pp. 240-252, 13th IEEE International Conference on Requirements Engineering (RE'05), 2005. (13 pages)
11. Wang, Alf Inge, and Njål Nordmark. "Software architectures and the creative processes in game development." International Conference on Entertainment Computing. Springer, Cham, 2015. (14 pages)

12. Rabail Tahir and Alf Inge Wang, "Codifying Game-based Learning: The LEAGUE framework for Evaluation", European Conference on Games Based Learning, 2018

Download the articles here:

Games, history and players:

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namehistory_of_games.pdf
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nameMassively Multiplayer Online Role Playing Games (MMORPGs).pdf
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namePervasive_Games-Bringing_Computer_Entertainment_Back_to_the_Real_World.pdf
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namePlayer types - A meta synthesis.pdf
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Engagement and Motivation:

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nameWhat_makes_things_fun_to_learn.pdf
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nameGameFlow.pdf
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nameEffect of points and audio in Kahoot.pdf
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nameEvaluation of the Game Exermon.pdf
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Game development:

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nameScripting_vs_Emergence.pdf
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nameReqEngineeringAndCreativeProcessInVideoGameIndustry.pdf
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nameSoftware Architectures and the Creative Processes in Game Development.pdf
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nameCodifying Game-based Learning - The LEAUGE framework.pdf
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