SPI2000 Gamification and application development

    • Course code
      SPI2000
    • Number of credits
      15
    • Teaching semester
      2027 Autumn
    • Language of instruction and examination
      English
    • Campus
      Hamar
    • Required prerequisite knowledge

      Recommended prerequisite knowledge: Courses from first study year

Course content

This course explores collaborative methods for developing serious games in interdisciplinary teams. Students apply co-design, user-centered design, and gamification to create a 3D game prototype for industry stakeholders.

Key content

  • Foundations of gamification and motivational psychology
  • Gamification frameworks and mechanics
  • Ethical design and market analysis
  • Causal relationships and feedback loops, cause-effect relationship
  • Use of systems thinking, systems analysis and systems dynamics to assemble complex models
  • Ethical design and market analysis
  • Design of gamification solutions and games for industry

Learning outcome

Upon passing the course, students have achieved the following learning outcomes:

Knowledge

The student

  • can demonstrate understanding of gamification principles, motivational psychology, and feedback loops as applied to serious games
  • has knowledge of systems thinking, systems analysis, and systems dynamics for modelling complex interactions in games for industry
  • understand ethical considerations, market analysis, and stakeholder needs in designing gamification solutions
  • understand the role of serious games, gamification, and simulations in promoting awareness, education, and behaviour change related to sustainability
Skills

The student

  • can apply co-design and co-creation methods to include diverse perspectives (team, stakeholders, end-users) in the design process
  • can design and implement user-centered prototypes of 3D serious games
  • can integrate gamification elements (rewards, feedback, progression systems) into game design for industry applications
  • can experiment with and implement design patterns (Observer, Command, Composite, etc.) to support modularity, flexibility, and maintainability in game systems
  • can design and prototype serious games and gamification solutions that address sustainability challenges (e.g., climate action, responsible consumption, sustainable cities)
  • can apply techniques such as Entity-Component-System (ECS), Data-Oriented Design (DOD), and other relevant game programming patterns to solve design and performance challenges in games 
General competence

The student

  • can demonstrate an understanding of ethical considerations and cultural sensitivities in the creation of digital content for serious games
  • can adapt their work practices to meet industry standards and project requirements within a collaborative production environment
  • can demonstrate readiness to apply game design and production skills in industrial or societal contexts beyond entertainment
Working and teaching methods

The students work within their chosen specialisation under supervision.

Supervision will be conducted both at an individual level and in groups.

At the end of the semester the students work in interdisciplinary groups to develop a 3D game for industry (“Serious games”) together with students from Bachelor in Game Art.  

Compulsory activities
  • 1 group assignment
  • Attendance in all organised activities
Examination
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComments
Practical examination
Passed - not passed
Form of assessment
  • 1 group project-based assignment, assessed with pass/fail

 

For group exams, all participants in the group are collectively responsible for all content in the assignment / product / presentation.

Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School
Area of study
Matematisk-naturvitenskapelige fag/informatikk
Programme of study
Bachelor in Game Technology
Course level
Foundation courses, level I (100-LN)