TDT42 - Theoretical foundations of game design - Kunnskapsbasen
TDT42 - Theoretical foundations of game design
Dag Svanæs is the responsible teacher for the course. For more information please contact (dags at idi.ntnu.no) .
The course introduces theories and theoretical concepts of play and games and how these are applied to digital game design. During the course definitions of play and games and theoretical concepts such as the magic circle, gamification and playification and how these are applied to digital game design will be discussed. We will be analysing various games and play forms, analog and digital, to gain a better understanding of the role of play for digital gaming and vice versa.
The course is taught through workshops where the students present the articles in the course followed by group work and discussions.
|16. September||14:15-16:00||Gamle elektro EL1||Introduction to the course.|
|30. September||14:15-16:00||Kjelhuset KJL24||Presentation of topic 1 by group 1.|
|14. October||14:15-16:00||Kjelhuset KJL24||Presentation of topic 2 by group 2.|
|28. October||14:15-16:00||Gamle elektro G012||Presentation of topic 3 by group 3.|
|11. November||14:15-16:00||Kjelhuset KJL24||Presentation of topic 4 by group 4.|
|18. November||14:15-16:00||Kjelhuset KJL24||Q&A for individual essays.|
The presentations are done in groups, and are not graded but mandatory.
The grading is based on your individual essay.
Deadline for individual essay: November 28th (23:59)
Topic 1: Play vs Game.
· Huizinga, J. (2016). Homo ludens, a study of the play-element in culture. Kettering, OH: Angelico Press. - Chapter 1.
o Henricks, T. S. (2015). Play and the Human Condition: URBANA; CHICAGO; SPRINGFIELD: University of Illinois Press. -
o Caillois, R. (1961). MAN, PLAY, AND GAMES. Chapters 1 & 2
o Suits, B. (1978). The Grasshopper: Games, Life anf Utopia. Canada: Broadview Press. Appendix on Play
Topic 2: The magic circle, protective frame or game frame – the role of the "magic circle" for play.
§ Stenros, J. (2012). In Defence of a Magic Circle: The Social and Mental Boundaries of Play. Paper presented at the Proceedings of DiGRA Nordic 2012 Conference: Local and Global – Games in Culture and Society.
o Kerr, J. H., & Apter, M. J. (1991). Adult play : a reversal theory approach. Amsterdam: Swets & Zeitlinger. Chapter 1
o Montola, M. (2009). Pervasive games : theory and design. Amsterdam: Elsevier/Morgan Kaufmann publ. Chapter 1
o Deterding, S. (2017). Alibis for Adult Play. Games and Culture.
Topic 3: Game Design Concepts
· Lazaro (2008), Four Fun Keys, In Isbister, K., & Schaffer, N. (2008). Game Usability (1 ed.). Chapter 22
o Salen, K. (2004). Rules of play : game design fundamentals. Cambridge, Mass: MIT Press. Chapter 23,24 and 25.
Topic 4: Gamification/Playification
· Eichberg, H. (2015). Play as Production - Production as Game?: Towards a critical phenomenology of productivity. East Asian Sport thoughts, 4, 25-44.
o Deterding, S. (2014). Eudaimonic Design, or: Six Invitations to Rethink Gamification In Rethinking Gamification, Fuchs, M., Fizek, S., Ruffino, P., & Schrape, N. (Eds). Germany: Medson Press.