GAMIFICATION E GAME DESIGN
Course objectives
General objectives: The course aims at training, both at the theoretical-methodological and technical-practical levels, the professional figures destined to operate in the field of design of games, videogames, digital simulations and gamification applications. The course includes the fundamentals of the methodologies and tools used for game and gamification design and for the design of the models that underpin videogames and simulations. At the end of the course the student will have acquired knowledge about the reference scenario, both endogenous (the game itself) and exogenous (the recipients, the market, the production and target technologies) as well as the techniques for drawing up game design documents, project management applied to the video game industry and methods of conducting and analyzing playtests. Specific objectives: The course deals specifically with the constituent elements of a game, simulation and application of gamification and in particular the mechanics, the setting and the supports. It analyzes videogames and more generally all games (games) and gamification solutions intended as the possible applications of elements (mechanical and dynamic) of games and simulations for practical purposes in social and business (for training, training, assessment, communication, marketing, process governance, prediction, etc.). Judgment skills: Students will develop the analytical skills necessary to identify, evaluate and design different types of game / simulation (and gamification solutions) through the most suitable mechanics to achieve the desired gameplay. The acquired design skills will allow to evaluate also different options related to the type of product, the prototyping and testing process as well as the most suitable development environments. Communication skills: Students will learn to share and represent their projects both to potential clients and to the different professional figures involved in the design, design and development teams. Ability of learning : The course will allow student to master the analysis and design tools as well as the techniques related to the different domains considered including both the formal (logical and mathematical) that subtend the mechanical component (models) of games and simulations as those related to the evocative component (setting) and those related to the technological component of the product (software components and multimedia resources depending on the destination platforms).
Program - Frequency - Exams
Course program
Prerequisites
Frequency
Exam mode
Lesson mode
- Lesson code1047674
- Academic year2025/2026
- CourseComputer Science
- CurriculumSingle curriculum
- Year3rd year
- Semester2nd semester
- SSDINF/01
- CFU6