Serious Games
2013-2014 - IMT4102 - 10 ECTS

On the basis of

IMT4032 Usability and Human Factors in Interaction Design

Expected learning outcomes

After successfully completing the program, the students:

•   Possess advanced knowledge of the development process for Serious Games.
•   Possess the knowledge needed to be capable of adding game mechanics to new health and education problems.
•   Possess specialized insight and good understanding of the current state of the art research in Serious Games with an emphasis on Games for Health and Games for Education
•   Possess thorough knowledge of the different methodologies for research in the Health and Education sector, as it relates to using games
•   Possess thorough knowledge of game evaluation methodologies and game metrics.

•   Are able to analyze existing theories and methods for teaching and engagement and challenge established practice in using game to motivate change.
•   Are able to analyze the role of games in both education and health in relation to society
•   Are able to critically review literature from the field of serious games when solving new or complex problems
•   Are able to plan an independent and limited research project in adherence to research ethics within multiple disciplines.

General competence  
•   Are able to analyze ethical issues related to the use of technology and specifically games in non entertainment areas.
•   Are able to present the results from independent work, to both computer scientists and subject matter experts, using correct terminology for the field
•   Are able to communicate academic issues, analyses, and conclusions, with specialists in the field and to the public, in oral and written forms
•   Are able to contribute to innovative thinking and innovation processes


  • Games and game development foundations
    • Immersion
    • Why people play
    • Gaming environments/platforms/platform capabilities (I/O-devices, HW architecture, SDKs, ...),
    • Game Design
    • Game development
    • Game Engines
  • Taxonomy of serious games
  • Game metrics for player evaluation
  • Ethics related to using games to alter educational and medical outcomes
  • Games for training and education
  • Games for Health
  • Games for Science

Teaching Methods

Group works
Net Support Learning
Project work

Teaching Methods (additional text)

In the spring semester, the course will be offered both as an ordinary campus course and as a course that is offered in a flexible way to off-campus students. Lecture notes, e-lectures and other types of e-learning material will be offered through Fronter. Communication between the teachers and the students, and among the students, will be facilitated by the Fronter, google docs and google plus.

Form(s) of Assessment

Oral exam, individually
Evaluation of Project(s)

Form(s) of Assessment (additional text)

  • Oral exam, 20 minutes per student, counts for 60%.
  • Project counts for 40%, with a verbal presentation
  • Both parts must be passed individually

Grading Scale

Alphabetical Scale, A(best) – F (fail)

External/internal examiner

Internal and/or external examiner for the oral exam.
Internal examiner for the project work.

Re-sit examination

Ordinary re-sit examination is offered for the oral exam. There is no re-sit examination for projects.

Examination support


Coursework Requirements

Three status reports must be submitted according to a plan which will be presented at the start of the course.

Teaching Materials

To be defined

Notes, handouts and research papers