SPI2003 Game systems and mechanics
- Course codeSPI2003
- Number of credits15
- Teaching semester2027 Autumn
- Language of instruction and examinationEnglish
- CampusHamar
- Required prerequisite knowledge
Recommended prerequisite knowledge: SPI1002 Introduction to Game Programming, SPI1003 Fundamental Game Design for Programmers, SPI1004 Game Programming, SPI1005 Game Design and Algorithms
- Co-design, co-creation, and co-production
- Stakeholder engagement and user-centered design
- Gamification for industry and training contexts
- Development of 3D serious games in interdisciplinary teams
- Iterative design, prototyping, and evaluation with users
Learning outcome
A candidate who has completed the course has the following learning outcomes:
The candidate
- has firm understanding of how game mechanics can be identified, isolated, and applied in gamification and serious games
- can demonstrate knowledge of psychological principles relevant to game design, including motivation, engagement, and reward systems
- can explain how behavioural patterns influence user interaction with games and gamified systems
- has insight into the ethical responsibilities and societal impact of developing persuasive digital applications.
The candidate
- can analyse and isolate core mechanics in existing games and adapt them to industrial or non-entertainment contexts
- can apply insights from psychology and behavioural science to design engaging and meaningful game experiences
- can prototype and evaluate gamified solutions or serious game elements based on user behaviour and needs
The candidate
- can critically reflect on the ethical and practical implications of applying game mechanics in industry and society
- can communicate design choices and their psychological underpinnings clearly to both specialist and non-specialist audiences
- can collaborate in interdisciplinary settings to design and implement gamification strategies and serious games for industrial use
The course is delivered through a blend of lectures on core theories, interactive workshops, and dedicated project supervision. Practical workshops will focus on key skills such as user testing, paper prototyping, and technical implementation in recommended software frameworks. The learning process is driven by a course-long group project following an agile methodology, with regular check-ins and feedback sessions to ensure progress.
- 1 individual assignment
- 1 group assignment
- 80% attendance in teaching and 100% attendance in specific learning activities according to the teaching plan
| Form of assessment | Grading scale | Grouping | Duration of assessment | Support materials | Proportion | Comments |
|---|---|---|---|---|---|---|
Portfolio examination | ECTS - A-F |
For group exams, all participants in the group are collectively responsible for all content in the assignment / product / presentation.