Description
This practice-based module is designed to enhance and develop a postgraduate students’ knowledge and abilities in the field of applied games and their associated research methods. Key perspectives in this area (serious games, games for change) are covered in lectures, with practical sessions and projects aimed at applying theoretical concepts in practice through game development.
Abertay Attributes: Through engaging with this module, students will develop the Intellectual, Personal, Professional, Digital and Active Citizen Abertay Attributes.
- Intellectual: Students will be supported to develop skills in their chosen specialism. They will be supported to evaluate information critically and rigorously, and tackle uncertainty and information gaps with confidence and self-awareness.
- Personal: Students will undertake activities as part of this module which will support them to be determined, ambitious, articulate, adaptable, self-reflective, resilient, practical, proactive, innovative, and enterprising.
- Professional: Students will be supported to develop portfolios of professional development and awareness which will equip and motivate them to continue learning and professional development throughout their careers.
- Digital: This module focuses on digital skill development as a tool for their analysis and practice. Students will be supported to develop digital fluency, knowledge, skills, and confidence to embrace digital solutions. This will prepare them for the world of work and allow them to understand the likely impact of digital technology in their chosen subject and across contexts.
- Be active citizens: The module will encourage students to consider personality in context and support them to be inclusive, globally conscientious, and socially respectful, and self-reflective. We will maintain and continuously develop an awareness of their civic, ethical and environmental responsibilities.
Aims
This module aims to support the development of a student’s critical understanding of the theories, concepts and principles of applied games through the development of their individual technical, procedural and behavioural skills and incorporation of research within a live real-world context.
Learning Outcomes
By the end of this module the student should be able to:
- Identify, define, and develop an understanding of applied games and opportunities to use game technologies to contribute to existing knowledge and address societal challenges (Technical skill).
- Select and justify appropriate methodologies to create and evaluate applied games that meet specified research aims and objectives (Procedural skill).
- Critically analyse and evaluate the efficacy of applied games in achieved intended research outcomes (Procedural skill)'
- Reflect upon the team's performance in achieving intended design outcomes through applied game development and make suggestions for future practice (Technical, Procedural, Behavioural skill).
- Reflect upon individual performance, contribution and professional development throughout the project, and plan for future opportunities and skill development (Technical, Procedural, Behavioural skill).
Indicative Content
1 Introduction to Applied Games'
What are applied games, the history and evolution of applied games, differentiations between 'applied' and 'entertainment' games.'
2 Frameworks for Applied Games'
Exploring different methodological approaches to applied game design'
3 Platforms, Audiences, and Affordances for Applied Games'
Understanding audiences, needs, behaviours, and affordances that are considered when developing applied games
4 Applied Games Research Methods
Utilising methods of qualitative and/or quantitative research to evaluate applied games in their situated contexts
5 Applied Games: Education, Training, and Skills Development
An exploration of case studies and best practices for applied games in education, training, skill development, and other relevant learning contexts
6 Applied Games: Health and Wellbeing
An exploration of case studies and best practices for applied games in health and wellbeing contexts
7 Applied Games: Civics, Social Commentary, and Public Engagement'
An exploration of case studies and best practices for applied games in political and social environments for public awareness and attitudinal change
8 Applied Games: Heritage, Culture, and Lived Experiences'
An exploration of case studies and best practices for applied games in historical and heritage contexts for engagement with history, lived experiences, and (cross-)culture'
9 Applied Games as Enterprise: Commercial and Social Ventures
An exploration of case studies and best practices for supporting business and enterprise within applied games
10 Future Projections for Applied Games: Challenges and Opportunities'
Discussing the potential and direction of applied games in contemporary and emergent areas, and providing strategies to identify opportunities for applied games
Workloads
| Teaching and Learning Method | Hours |
|---|---|
| Lecture | 5 |
| Tutorial/Seminar | 36 |
| Supervised Practical Activity | 0 |
| Unsupervised Practical Activity | 224 |
| Assessment | 224 |
| Independent | 111 |
Guidance Notes
SCQF Level - The Scottish Credit and Qualifications Framework provides an indication of the complexity of award qualifications and associated learning and operates on an ascending numeric scale from Levels 1-12 with SCQF Level 10 equating to a Scottish undergraduate Honours degree.
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.
Disclaimer
We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2026/7, and may be subject to change for future years.