- week 36-42, wednesday 15.30-17.15; zl. WN-M639 ; first lecture: wednesday 5 sept
See the
common(s)
for updated information for the actual course(s).
For printable versions of an outline of the course with a schematic schedule and a list of references, or a printable version of the project utopia, with a list of books, select:
Consult the readme for, admittedly minimal, support in navigating this site.
resource(s)


- [Networks] Barabasi A-L. A-L., Deszo Z., Ravasz E., Yook S-H., Oltvai A. (2002),
- Scale-free and hierarchical structures in complex networks,
Proc. Complex Networks 2002
- [Evolution] Barash D.P. (2003),
- The Survival Game: How Game Theory Explains the Biology of Cooperation and Competition,
Henry Holt books
- [Persuasive] Bogost I. (2007),
- Persuasive Games -- the expressive power of videogames,
MIT Press

[Networks] Easley D. & Kleinberg (2010),
Networks, Crowds and Markets -- Reasoning about a Highly Connected World ,
Cambridge Press
[Critical] Flanagan M. (2009),
Critical Play -- Radical Game Design,
MIT Press
[Ludology] Jarvinen A. (2007),
Introducing Applied Ludology: Hands-on Methods for Game Studies,
Situated Play, Proceedings of DiGRA 2007 Conference
[Complex] Juarrero A. (200x),
Complex Dynamical Systems Theory,
www.cognitive-edge.com

[Casual] Juul J. (2010),
A Casual Revolution -- reinventing video games and their players,
MIT Press
[Viral] Kempe D., Kleinberg J. & Tardos E. (2003),
Maximizing the Spread of Influence through a Social Network,
Proc. SIGKDD 2003 Washington, DC, USA (ACM)
[Crisis] Levine R., Schelling T, Jones W. (1991),
Crisis Games 27 Years Later: plus c'est dejavu,
RAND Corporation
[Behavioral] Mark D. (2009),
Behavioral Mathematics for Game AI,
Charles River Media

[Theory] Spaniel D. (200x),
Game Theory 101: The Basics & Extensive Form,
online at gametheory101.com / with video tutorials at www.youtube.com/user/JimBobJenkins
[Love] Sprott J.C (2004),
Dynamical Models of Love,
Nonlinear Dynamics, Psychology, and Life Sciences, Vol. 8, No. 3
[Happiness] Sprott J.C (2005),
Dynamical Models of Happiness,
Nonlinear Dynamics, Psychology, and Life Sciences, Vol. 9,No. 1

[Serious] Susi T., Johannesson M., Backlund P. (2007),
Serious Games -- An Overview,
Technical Report HS- IKI -TR-07-001 School of Humanities and Informatics University of Skövde, Sweden

type(s) of final assignment(s)/project(s)
- prototype(s) -- with sufficient documention
- concept design -- with elaboration of narrative(s) and visual design
- trailer -- promotion clip, with documentation and business plan
- reflection(s) on societal impact -- with sufficient motivation and depth


remark(s)
Since the group is expected to be highly heterogenous, the final project(s)/assignment(s)
allow(s) for a sufficiently wide range of options. In most cases, the
final projects will be done in groups. In the course we will
pay special attention both to the formation of the groups
as well as the communication dynamics within groups, and the
facilitation thereof by technological means, e.g. collaborative authoring tools and social networks.

Give a brief description of
(y)our own ideas, in (y)our own words, of the elements constituting a (potentially) ideal society, that we name, for convenience as well as historical reasons,
utopia.
Such a description should be concise, no more that one page, and preferably shorter.
Consider it as a potential pitch talk, that you may burst out during the elevator ride for your first job interview.
Do not forget to include your name, and (please!) make your
project utopia description also available as downloadable PDF!

...
mood space(s), or rather
moodboard(s)
are an important instrument in
design, to determine
not only look and feel, but also
functional aspects
of the
design artefacts, in such a way that
an immediate impression is conveyed of both elements
and their relation, by means of collage and juxtaposition ...
In
previous versions of
the course,
moodspace(s) had to
be delivered in
unity. This is still possible, although
now I prefer a (much) simpler presentation format, that is just
an image, or
HTML5, possibly using the canvas, to allow for
(some) interaction.

Concepts must clarify the final project.
The initial presentation of the concept will be in the form
of a
pitch of max
1 minute, or a regular
presentation, taking at most 5 minutes,
allowing for feedback from lecturers and students.
In completing the project(s), the concept can be
adapted and refined,
provided that the
modifications are sufficiently indicated
and documented.
final project(s)

- technology -- with suffiently detailed discussion of examples
- style -- problems and solutions in using game mechanics
- frameworks -- comparison of tools, APIs, SDKs
- application(s) -- description of (existing) serious games
A discussion of the overall (societal) impact of the topic(s) discussed is highly recommended!
Make your essay available (also) as downloadable PDF, and create a one-slide or two-slide presentation of the main topic(s)!

As indicated in the
assignment(s),
due to the (expected) heterogenity of the students,
final project(s) include, among other options:
- prototype(s) -- with sufficient documention
- concept design -- with narrative(s) and visual design
No need to repeat that we will
pay special attention both to the formation of the groups
as well as the communication dynamics within groups!

As stated in the
common(s):
review(s) by peers is an effective means to get feedback on how your projects are perceived by your fellow students. Keep in mind that everything you write is publicly visible, and that you are required to state who you are, as a reviewer!
You will be asked to judge your fellow students, and give marks for
contribution(s), concepts/ideas, and
portfolio(s).
However, even more important than the marks are your comments.
Keep in mind that the reviews are meant to give an indication of the process, and are not the final yardstick against which the performance of the student(s) are measured.
