Course description for 2025/26
Game Lab 3 - Games in Serious Contexts
SPO2110
Course description for 2025/26

Game Lab 3 - Games in Serious Contexts

SPO2110
The Game Lab 3 offers an in-depth examination of the use of games in serious contexts, encompassing the concepts of serious games and gamification. Students will explore the theory and practice of applying these concepts to real-world problems in various fields, including education, healthcare, sustainability and corporate environments. The course gives students the essential knowledge and skills to design, develop, implement, and evaluate game-based artefacts to drive user engagement, foster behavioral change, or facilitate certain insights.
SPO2110 Game Lab 3 equips students with the knowledge and skills to design and develop games for serious contexts and purposeful applications. Using a project-based, student-centred approach, the course integrates practical skills with theoretical understanding in the creation of serious games and gamified applications. Students will learn by engaging with real-world examples, reflecting on their experiences, and collaborating to share insights. The course fosters a continuous interplay between theoretical analysis and practical design, allowing students to refine their work in response to both academic frameworks and ongoing development processes.
SPO2110 Game Lab 3 is firstly reserved for students in the bachelor program Games and Entertainment technology

Upon successful completion of SPO2110 Game Lab 3, students are expected to be able to demonstrate the following:

Knowledge

The candidate:

  • Has an understanding of key topics, theories, enablers, barriers, techniques, tools, and methods in the fields of serious games and gamification.
  • Is familiar with the research and development work in serious games and gamification and can connect these to real-world applications.
  • Understands the historical development and societal impact of serious games and gamified systems.
  • Recognises the importance of continuously updating their knowledge to stay current with trends and innovations in serious games and gamification.

Skills

  • Can effectively utilise relevant tools and techniques for creating and testing serious games and gamified systems, including workshopping, prototyping, and applying appropriate evaluation strategies.
  • Can critically reflect on the outcomes of their game creation practices, making adjustments based on reviews, constructive feedback, and supervision.
  • Can identify, assess, and integrate the expertise and aspirations of various stakeholders, addressing both opportunities and challenges in the creation and implementation of serious games and gamification artefacts.
  • Can apply theoretical knowledge to practical challenges in the creation and implementation of serious games and gamification, justifying their choices with relevant academic or industry resources.

General Competence

  • Has insight into relevant ethical issues related to serious games and gamification in different contexts, particularly concerning their potential impact on human behaviour.
  • Can plan and execute projects that adhere to ethical standards and accessibility guidelines within the serious games and gamification domain.
  • Can effectively communicate theories, challenges, and solutions related to serious games and gamification, both in writing, orally, and through game-based artefacts.
  • Is familiar with the processes of serious game and gamification creation and can engage in constructive discussions with peers, contributing to the development of concepts within these domains.
No tuition fees. Semester fees and cost of course literature apply.
Mandatory

SPO2110 Game Lab 3 uses a project-based and active learning approach that combines various learning activities, including lectures, workshops/seminars, project work, guest lectures, self-directed learning, and engagement with course learning materials. These activities are designed to provide students with both theoretical foundations and practical experience in creating serious games and gamification.

  • Lectures Classes provide students with foundational knowledge, covering essential concepts, frameworks, and case studies related to the development and impact of serious games and gamification. These sessions set the theoretical foundation for practical work.
  • Workshops/Seminars Practical workshops and academic seminars guide students through the creation of serious game prototypes and gamified applications. These sessions emphasise peer review and constructive feedback, focusing on refining students' skills and deepening their understanding through iterative design and instructor guidance.
  • Game Lab Project Work Students will collaborate in groups to design and develop serious games or gamified solutions. These projects are aligned with real-world challenges and culminate in a final presentation and report, mirroring industry practices.
  • Guest Lectures and External Supervision Industry professionals and academic experts will deliver guest lectures, offering insights into current trends, innovations, and best practices in serious games and gamification. These sessions will enrich the course with real-world perspectives. Additionally, the Game Lab 3 project will be supervised by an external expert from the game industry, who will provide practical guidance and feedback throughout the project development process.
  • Self-Directed Project-Research Students also conduct independent investigations, exploring the context and approaches relevant to their Game Lab 3 projects. This may include engaging with academic literature and industry resources, interviewing stakeholders, and conducting co-design sessions to deepen their knowledge and support the creation of their serious game or gamified application.
  • Engagement with Course Learning Materials Students are expected to engage with the assigned course learning materials, including academic content and industry-related resources. These materials provide the theoretical foundations and current perspectives necessary to support the development of their serious game or gamified application. The learning resources are designed to enhance students' understanding of key concepts, methodologies, and trends in serious games and gamification.

SPO2110 Game Lab 3 undergoes a student-led Mid-term and End-term Evaluation to assess whether the course structure and content align with the intended learning outcomes, activities, and curriculum.

Students will give their evaluations anonymously.

Course participants are encouraged to contribute to the central quality surveys for continuous improvement of the Games and Entertainment Technology Bachelor program.

SPO2110 Game Lab 3 employs Compound Assessment using an ECTS grading scale (A to F). The assessment components include the following:

1. Individual (25 %)

Assessment Tasks: Specific tasks are assigned to assess students' understanding and application of key course-related concepts.

Seminars/Workshops: Active participation is required in seminars and workshops, where students engage in collaborative discussions and hands-on activities that demonstrate their comprehension of theoretical concepts and their practical application in the creation of serious games and gamification.

Game Lab Development Log: Students are expected to maintain a development log (dev log) reflecting on their assigned role within Game Lab 3. The log should document their learning process, progress, challenges, and solutions encountered throughout the course.

2. Group (75 %)

Game Lab 3 Project: Students collaborate in teams to design, develop, and produce a game or gamified prototype, accompanied by the necessary documentation. This component mirrors industry practices and emphasises teamwork in key areas such as ideation, project pitching, concept creation, design, development, playtesting, iteration, and final delivery of the game or gamified prototype.

Generating responses using ChatGPT or similar generative artificial intelligence and submitting them wholly or partially as your own work is considered plagiarism.