SPI2003 Game systems and mechanics

    • Course code
      SPI2003
    • Number of credits
      15
    • Teaching semester
      2027 Autumn
    • Language of instruction and examination
      English
    • Campus
      Hamar
Course content
  • 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

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

Knowledge

The student

  • 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.
Skills

The student

  • 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
General competence

The student

  • 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
Working and teaching methods

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.

Compulsory activities
  • 1 individual assignment
  • 1 group assignment
  • Attendance in all organised activities
Examination
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComments
Portfolio examination
ECTS - A-F
Form of assessment

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)