SPI4001 Research and development in XR for user experience studies

    • Course code
      SPI4001
    • Number of credits
      30
    • Teaching semester
      2025 Spring
    • Language of instruction
      English
    • Campus
      Hamar
Course content

The course, includes the following contents at an advanced level:

  • Game design and applied game design
  • level design
  • game prodcution   
  • synergy effects between gameplay and story development  
  • game testing  
  • interdisciplinary product development 
  • systemthinking in game design.

Learning Outcome

Upon passing the course, students will have achieved the following learning outcomes at an advanced level:

Knowledge

Students will have the ability to:

  • understand and apply theories, facts, and concepts of game development, game design and affordance theory,
  • understand the theoretical advantages and limitations of agile development, and iterative work practices,
  • understand the theory and application of scientific method for user experience analysis.
  • demonstrate knowledge of the tasks and work methods of a game designer on different game projects. 
Skills

Students will have the ability to:

  • work with game design and development in at least of one of the leading game engines
  • and apply their knowledge of creative game design into the production of an interactive prototype,
  • assist in setting up gameplay experiments so that user engagement and user task performance can be measured,
  • work creatively with agile- and iterative development, and to communicative their production process in both oral and written presentations.
General competence

Students will have the ability to:

  • develop their project work according to plan while also being able to make needed adjustments and improvements resulting from discoveries made in an agile- and iterative development process,
  • independently apply knowledge and skills in game development and game design to different situations and case studies in accordance with the different specifications and targeted outcomes for each case study,
  • demonstrate collaborative ability and responsibility in regards to the work-flow of the project and their relation to the skills, contributions and personalities of other team members,
  • demonstrate their ability to think and reflect critically in areas of game development and game design and the application of game design technologies and methodologies in other domains such as healthcare, education or sustainable development.
Teaching and working methods
  • Supervision -in scientific method, game design, in-situ during practical workflows
  • group work -together with other interns, researchers and staff
  • student presentations -for the research group
  • self-study -in specific details of game engine technologies
  • writing assignments -in the form of reports describing the game development process.
Required coursework
  • One or more completed development projects extending the length of the course
  • a written development blog tracking ongoing work process throughout the course
  • a final report describing the completed project/s.

 

The total expected scope of work in the course is 37.5 hours per study week. Students who do not meet the stipulated requirements do not have the right to take the examination.

Assessments
Form of assessmentGrading scaleGroupingDuration of assessmentSupport materialsProportionComment
Home exam
Passed - not passed
Individual
  • All
Form of assessment
  • 1 individual report

The report is graded as passed/not passed. All aids allowed.

Faculty
Faculty for Film, TV and Games
Department
Department of Game Development - The Game School
Area of study
Samfunnsvitenskapelige fag
Programme of study
Enkeltemner (ISPILL)
Course level
Further education, higher degree level (850-HN)