Player Experiences in Digital Games - COM00065H
- Department: Computer Science
- Credit value: 20 credits
- Credit level: H
-
Academic year of delivery: 2025-26
- See module specification for other years: 2024-25
Related modules
Elective Pre-Requisites
These pre-requisites only apply to students taking this module as an elective.
None.
Module will run
Occurrence | Teaching period |
---|---|
A | Semester 2 2025-26 |
Module aims
This module will provide students with a comprehensive understanding of player experience and the different ways in which games can impact players. In addition to learning about what player experience is and how to evaluate it, the module will also cover the effects of games on players (e.g. in relation to wellbeing) and the use of games for applied purposes (e.g. behaviour change).
Module learning outcomes
-
Demonstrate an understanding of the breadth of player experience
-
Select appropriate methods for evaluating different kinds of player experience
-
Conduct playtesting sessions and report on the findings
-
Compare and contrast the different ways in which digital games can affect players
-
Plan appropriate evaluations for applied games
Indicative assessment
Task | % of module mark |
---|---|
Essay/coursework | 60 |
Groupwork | 40 |
Special assessment rules
None
Indicative reassessment
Task | % of module mark |
---|---|
Essay/coursework | 60 |
Groupwork | 40 |
Module feedback
Feedback is provided throughout the sessions, and after the assessment as per normal University guidelines.
Indicative reading
-
Drachen, A., Mirza-Babaei, P., & Nacke, L. E. (Eds.). (2018). Games user research. Oxford University Press.
-
Stahlke, S., & Mirza-Babaei, P. (2022). The Game Designer's Playbook: An Introduction to Game Interaction Design. Oxford University Press.