Game Studies

Certified Program
Expert Program
Master of Arts

Certified Program

Whether in the form of e-sports, game based learning or virtual reality: new technologies are changing the cultural technique of playing and making games a central element in an increasingly digitalized society. Only a few years ago, the young scientific discipline of game studies began to establish itself due to this development. Although the importance and reputation of game studies continues to grow, there are hardly any continuing education courses worldwide that allow a rapid lateral entry into the subject. The course "Game Studies" fills this gap.

The university course is dedicated to questions about the theory, design and social significance of games and thus provides a practical and academically sound approach to the world of game science.

The aim of the course is the acquisition of scientific research, action and decision-making competence on the basis of the communication of information technology, design science, psychological and sociological findings with special consideration of game theory, media science and pedagogical perspectives.

The university course is part-time and open to students from abroad. However, the management of the Center recommends the possibility of attendance studies. Seminars with top-class lecturers as well as the possibility of the exchange between the students promote the network formation.

Basic curriculum

Playcentered Game Design

Contents

The Playcentered Game Design and Persuasive Games modules are closely linked and deal with both technical and creative methods of game design. Based on introductions to the basic concepts of game design and prototyping, this module introduces different methods to achieve playable results quickly and theoretically and applies them practically. The focus is on the playful approach and the playful reflection. Technologies such as the Unity 3D Game Engine and the modification of existing games are used as well as analog design methods. In the sense of Persuasive Games, the focus of the module will also be on the implementation of examples with a real-world reference.

ECTS-Points

6

Persuasive Game Design

Contents

The Playcentered Game Design and Persuasive Games modules are closely linked and deal with both technical and creative methods of game design. Based on introductions to the basic concepts of game design and prototyping, this module introduces different methods to achieve playable results quickly and theoretically and applies them practically. The focus is on the playful approach and the playful reflection. Technologies such as the Unity 3D Game Engine and the modification of existing games are used as well as analog design methods. In the sense of Persuasive Games, the focus of the module will also be on the implementation of examples with a real-world reference.

ECTS-Points

6

Alternate Reality Games

Contents

In the module students deal with Alternate Reality Games and Augmented Reality applications. In class, technical basics as well as different application possibilities and already realized projects are highlighted. In addition, students design their own prototypes.

ECTS-Points

6

critical game studies

Contents

Starting from a general discussion of the concept of "critique" in everyday life and science, the course asks the question of the relationship between data, information and knowledge: on what basis do we make assessments, how do we make a judgement, and what does this mean for the idea of scientific "objectivity"? So the focus is on the question of the construction of meaning, which is illuminated at different levels: how do the "values" on the basis of which we give meaning to things arise? How does the scientific discipline of game studies try to give itself "meaning"? And finally: How and by what does "meaning" arise in computer games?

The aim of this discussion is to create the basis for a "critical view" of the phenomenon of computer games and at the same time to sharpen the view of one's own "values" that underlie this view.

ECTS-Points

6

Business of Gaming

Contents

The Business of Gaming module provides insights behind the scenes of the games industry. Based on the experiences of various project managers, possible mistakes are pointed out in addition to the recipes for success. As practical work, the students complete a project application for any funding programme, which can also be submitted as an option.

ECTS-Points

6

Expert Program

Whether in the form of e-sports, game based learning or virtual reality: new technologies are changing the cultural technique of playing and making games a central element in an increasingly digitalized society. Only a few years ago, the young scientific discipline of game studies began to establish itself due to this development. Although the importance and reputation of game studies continues to grow, there are hardly any continuing education courses worldwide that allow a rapid lateral entry into the subject. The course "Game Studies" fills this gap.

The university course is dedicated to questions about the theory, design and social significance of games and thus provides a practical and academically sound approach to the world of game science.

The aim of the course is the acquisition of scientific research, action and decision-making competence on the basis of the communication of information technology, design science, psychological and sociological findings with special consideration of game theory, media science and pedagogical perspectives.

The university course is part-time and open to students from abroad. However, the management of the Center recommends the possibility of attendance studies. Seminars with top-class lecturers as well as the possibility of the exchange between the students promote the network formation.

Basic curriculum

Playcentered Game Design

Contents

The Playcentered Game Design and Persuasive Games modules are closely linked and deal with both technical and creative methods of game design. Based on introductions to the basic concepts of game design and prototyping, this module introduces different methods to achieve playable results quickly and theoretically and applies them practically. The focus is on the playful approach and the playful reflection. Technologies such as the Unity 3D Game Engine and the modification of existing games are used as well as analog design methods. In the sense of Persuasive Games, the focus of the module will also be on the implementation of examples with a real-world reference.

ECTS-Points

6

Persuasive Game Design

Contents

The Playcentered Game Design and Persuasive Games modules are closely linked and deal with both technical and creative methods of game design. Based on introductions to the basic concepts of game design and prototyping, this module introduces different methods to achieve playable results quickly and theoretically and applies them practically. The focus is on the playful approach and the playful reflection. Technologies such as the Unity 3D Game Engine and the modification of existing games are used as well as analog design methods. In the sense of Persuasive Games, the focus of the module will also be on the implementation of examples with a real-world reference.

ECTS-Points

6

Alternate Reality Games

Contents

In the module students deal with Alternate Reality Games and Augmented Reality applications. In class, technical basics as well as different application possibilities and already realized projects are highlighted. In addition, students design their own prototypes.

ECTS-Points

6

critical game studies

Contents

Starting from a general discussion of the concept of "critique" in everyday life and science, the course asks the question of the relationship between data, information and knowledge: on what basis do we make assessments, how do we make a judgement, and what does this mean for the idea of scientific "objectivity"? So the focus is on the question of the construction of meaning, which is illuminated at different levels: how do the "values" on the basis of which we give meaning to things arise? How does the scientific discipline of game studies try to give itself "meaning"? And finally: How and by what does "meaning" arise in computer games?

The aim of this discussion is to create the basis for a "critical view" of the phenomenon of computer games and at the same time to sharpen the view of one's own "values" that underlie this view.

ECTS-Points

6

Business of Gaming

Contents

The Business of Gaming module provides insights behind the scenes of the games industry. Based on the experiences of various project managers, possible mistakes are pointed out in addition to the recipes for success. As practical work, the students complete a project application for any funding programme, which can also be submitted as an option.

ECTS-Points

6

Applied competence

Core competence: Theory of game

Contents

The course is dedicated to the theoretical foundations of game science research and thus to the question: Can game be defined and what changes when we understand something as a game?
To this end, core texts of the game theoretical debate will first be presented and reflected upon, which make the historical development of the game discourse visible, while at the same time providing the theoretical basis for game studies to this day. On the basis of these texts, instead of a uniform definition of what game is now, various game theoretical perspectives are identified, in the field of tension of which a reflected examination of the topic of game & games should become possible. The aim is therefore to sharpen the "game theoretical view" and to enable an independent examination of fundamental concepts of game theoretical discourse. Furthermore, participants should be encouraged to reflect on game theoretical concepts beyond the medium of games as a perspective on human interaction and cultural construction of meaning.

ECTS-Points

6

Core competence: Future media

Contents

In the "Future Media" module we take a look into the future. Currently available and in development technologies and products in the field of robotics, augmented/virtual reality, intelligent sensors, apps, artificial intelligence, machine and deep learning are presented in detail and tested for meaningful use. The underlying technologies are also referred to.

The aim of the module is to understand the status quo with regard to what is already feasible, or will be feasible soon, and to enable a critical examination of new technologies instead of being pushed into the role of the passive user.

ECTS-Points

6

Core competence: Innovative education

Contents

What comes into view from an educational perspective on Serious Games? How are game purpose and game design related? And to what extent can learning theories and didactic models be used to analyse games and design educational game concepts?

These questions will be discussed theoretically and explored practically during the course. Innovative e-learning with mobile devices will be presented as well as the possibility to make learning and teaching with gamification more attractive.

ECTS-Points

6

Applied project

Contents

The project work is a practical work, whereby the options are extremely varied. For example, a game prototype can be implemented, an event can be organised or a complex machina can be produced. The project work can either be carried out with fellow students or with a partner organisation (company/association etc.).

ECTS-Points

12

Master of Arts

Whether in the form of e-sports, game based learning or virtual reality: new technologies are changing the cultural technique of playing and making games a central element in an increasingly digitalized society. Only a few years ago, the young scientific discipline of game studies began to establish itself due to this development. Although the importance and reputation of game studies continues to grow, there are hardly any continuing education courses worldwide that allow a rapid lateral entry into the subject. The course "Game Studies" fills this gap.

The university course is dedicated to questions about the theory, design and social significance of games and thus provides a practical and academically sound approach to the world of game science.

The aim of the course is the acquisition of scientific research, action and decision-making competence on the basis of the communication of information technology, design science, psychological and sociological findings with special consideration of game theory, media science and pedagogical perspectives.

The university course is part-time and open to students from abroad. However, the management of the Center recommends the possibility of attendance studies. Seminars with top-class lecturers as well as the possibility of the exchange between the students promote the network formation.

Master of Arts, attendance study: € 7.200,-
Master of Arts, distance learning (for foreign students): € 5.400,-

Basic curriculum

Playcentered Game Design

Contents

The Playcentered Game Design and Persuasive Games modules are closely linked and deal with both technical and creative methods of game design. Based on introductions to the basic concepts of game design and prototyping, this module introduces different methods to achieve playable results quickly and theoretically and applies them practically. The focus is on the playful approach and the playful reflection. Technologies such as the Unity 3D Game Engine and the modification of existing games are used as well as analog design methods. In the sense of Persuasive Games, the focus of the module will also be on the implementation of examples with a real-world reference.

ECTS-Points

6

Persuasive Game Design

Contents

The Playcentered Game Design and Persuasive Games modules are closely linked and deal with both technical and creative methods of game design. Based on introductions to the basic concepts of game design and prototyping, this module introduces different methods to achieve playable results quickly and theoretically and applies them practically. The focus is on the playful approach and the playful reflection. Technologies such as the Unity 3D Game Engine and the modification of existing games are used as well as analog design methods. In the sense of Persuasive Games, the focus of the module will also be on the implementation of examples with a real-world reference.

ECTS-Points

6

Alternate Reality Games

Contents

In the module students deal with Alternate Reality Games and Augmented Reality applications. In class, technical basics as well as different application possibilities and already realized projects are highlighted. In addition, students design their own prototypes.

ECTS-Points

6

critical game studies

Contents

Starting from a general discussion of the concept of "critique" in everyday life and science, the course asks the question of the relationship between data, information and knowledge: on what basis do we make assessments, how do we make a judgement, and what does this mean for the idea of scientific "objectivity"? So the focus is on the question of the construction of meaning, which is illuminated at different levels: how do the "values" on the basis of which we give meaning to things arise? How does the scientific discipline of game studies try to give itself "meaning"? And finally: How and by what does "meaning" arise in computer games?

The aim of this discussion is to create the basis for a "critical view" of the phenomenon of computer games and at the same time to sharpen the view of one's own "values" that underlie this view.

ECTS-Points

6

Business of Gaming

Contents

The Business of Gaming module provides insights behind the scenes of the games industry. Based on the experiences of various project managers, possible mistakes are pointed out in addition to the recipes for success. As practical work, the students complete a project application for any funding programme, which can also be submitted as an option.

ECTS-Points

6

Applied competence

Core competence: Theory of game

Contents

The course is dedicated to the theoretical foundations of game science research and thus to the question: Can game be defined and what changes when we understand something as a game?
To this end, core texts of the game theoretical debate will first be presented and reflected upon, which make the historical development of the game discourse visible, while at the same time providing the theoretical basis for game studies to this day. On the basis of these texts, instead of a uniform definition of what game is now, various game theoretical perspectives are identified, in the field of tension of which a reflected examination of the topic of game & games should become possible. The aim is therefore to sharpen the "game theoretical view" and to enable an independent examination of fundamental concepts of game theoretical discourse. Furthermore, participants should be encouraged to reflect on game theoretical concepts beyond the medium of games as a perspective on human interaction and cultural construction of meaning.

ECTS-Points

6

Core competence: Future media

Contents

In the "Future Media" module we take a look into the future. Currently available and in development technologies and products in the field of robotics, augmented/virtual reality, intelligent sensors, apps, artificial intelligence, machine and deep learning are presented in detail and tested for meaningful use. The underlying technologies are also referred to.

The aim of the module is to understand the status quo with regard to what is already feasible, or will be feasible soon, and to enable a critical examination of new technologies instead of being pushed into the role of the passive user.

ECTS-Points

6

Core competence: Innovative education

Contents

What comes into view from an educational perspective on Serious Games? How are game purpose and game design related? And to what extent can learning theories and didactic models be used to analyse games and design educational game concepts?

These questions will be discussed theoretically and explored practically during the course. Innovative e-learning with mobile devices will be presented as well as the possibility to make learning and teaching with gamification more attractive.

ECTS-Points

6

Applied project

Contents

The project work is a practical work, whereby the options are extremely varied. For example, a game prototype can be implemented, an event can be organised or a complex machina can be produced. The project work can either be carried out with fellow students or with a partner organisation (company/association etc.).

ECTS-Points

12

Research

Philosophy of science

Goals

In this module the participants deal with science theory as well as guidelines and principles for good scientific work.

ECTS-Points

6

Research methods

Goals

In this module students are introduced to the qualitative and quantitative research paradigm in order to carry out their own research project within the framework of the Master Thesis.

ECTS-Points

6

Master thesis

Goals

The Master Thesis gives the students of the course the opportunity,

  1. to work on a topic in a part of the course and thereby acquire specialist knowledge, and
  2. to conduct a scientifically based study, thereby demonstrating his/her ability to formulate objectives, define problems, select methods, systematically implement and present them.

A further objective may be to submit a summary of the Master's thesis as an article to a specialist publication (e.g. journal, conference or anthology; together with the supervisor) so that the acquired knowledge can be made known to a broad specialist audience.

ECTS-Points

18

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