Gjeldende emnebeskrivelse (sist oppdatert 2024/25)
Game Lab 6 Capstone Project
SPO2161
Gjeldende emnebeskrivelse (sist oppdatert 2024/25)

Game Lab 6 Capstone Project

SPO2161
The capstone project in the Games and Entertainment Technology Program mandate students to use their amassed knowledge and skills to address real-world issues in the gaming and entertainment technology sector. Through this project, students produce research-based solutions, preparing them for careers in industrial research or advanced academic pursuits.
The capstone project for the Games and Entertainment Technology Bachelor Course is designed to integrate the knowledge, skills, and experiences gained throughout the Games and Entertainment Technology program. Students will work in pairs (small groups) to develop and execute an applied/experimental research project that addresses a real-world problem or question relevant to the fields of game development and/or entertainment technology. The course allows students to synthesize and apply their academic knowledge, creativity, and critical thinking skills to create a comprehensive and professional project that can be showcased to potential employers or graduate schools. The course offers two general approaches for capstone projects: Experimental research projects (take place on-campus) or Applied research projects (take place in a real-world context in collaboration with an actual company). In both approaches, the students will design and develop a game or entertainment technology project, documenting and reporting on the research process and its outcomes.
90 ECTS in subjects from 1st and 2nd study year in Games and Entertainment Technology
90 ECTS in subjects from 1st and 2nd study year in Games and Entertainment Technology

Upon completion, the candidate will have:

Knowledge:

  • Ability to formulate and narrow down a topic and research problem
  • Apply scientific research procedure
  • Knowledge of the state-of-the-art research and development work in the chosen topic.
  • Comprehensive knowledge of applied research methods and analytical approaches within the topic's scope

Skills:

  • Apply knowledge and relevant research findings to real-world problems
  • Proficiency in using scientific research method(s) to address a chosen research problem
  • Capability to locate, evaluate, and reference information to address the research problem
  • Ability to acquire new and updated knowledge

General Competence:

  • Ability to communicate key information on frameworks, problems, discussions, and solutions.
  • Capability to exchange points of view and knowledge with peers and contribute to best practices.
  • Ability to make relevant ethical assessments regarding research.
  • Insight into critical reflection and knowledge creation processes
No tuition fees. Semester fees and cost of course literature apply.
Mandatory
Conducting applied research, participating in seminars, engaging in team meetings, and developing technology through project-based activities.
Studentevaluering gjennomføres i studie- og emneplaner.

Compound assessment consisting of

Portfolio (75%):

Project proposal o

Bi-weekly progress reports

Final project report

Project presentation (25%):

Scientific Presentation

Scientific Defence

Scientific Opposition