Games Studies / Lectures & Exercises

22/9/2025 -  22/12/2025 (Week 1 - 14)

Rachel Ng Jie Ting/ 0378902

Bachelors of  design (Honours) in creative media

Games Studies / Lectures & Exercises


Table of content

Lectures

Lecture 1 - Core Principles of Game Design

Lecture 2 - Balancing Fun and Educational Elements in Game Design



Instructions

Exercise 1 - My favourite game & what makes this game playful

Exercise 2 - Non-digital to digital - Evolution and remediating this game


Feedback

Reflections



Lectures

Lecture 1 - Core Principles of Game Design

Lecture slide 1


What is Game Design?
  • The art and science of making interactive experiences for fun and play.
  • Mixes creativity, technical skills, and understanding of players.
  • A good game has fun mechanics, an interesting story, and the right level of challenge.

Core Principles of Game Design
  1. Player Experience
  2. Gameplay Mechanics
  3. Storytelling
  4. Balance and Challenge

Enhance & Refine Game Design

      5. Feedback and Iteration
      6. Immersion and Worldbuilding


Challenges in Game Design
  • Over Complication
  • Failing to Adapt
  • Monetization vs. Player Experience


                                                                                                                                                 

Lecture 2 - Balancing Fun and Educational Elements in Game Design


Lecture slide 2


What is Fun and Education?
  • Fun: Comes from engaging mechanics, rewarding challenges, player choice, competition, discovery, and achievement.
  • Education: Ranges from simple knowledge acquisition to complex problem-solving, critical thinking, and real-world applications (math, science, history, language, etc.).



Why Balance Fun and Education?
  • Challenge: Designing games that are both entertaining and educational.
  • Serious games and edutainment must balance engagement with learning.
  • Goal: Make learning feel natural and rewarding without reducing fun.
  • Key challenge: Avoid overwhelming players with learning, and avoid making fun secondary or gimmicky.


Strategies for Fun & Education Balance

1. Learning Through Play: 
  • Education emerges naturally through mechanics and simulations (trial-and-error, decision-making).
2. Layered Learning: 
  • Don’t front-load education; instead, unlock content gradually as players progress.
3. Game Mechanics as Educational Tools: 
  • Use puzzles and challenges to teach directly through gameplay.
4. Storytelling with Purpose: 
  • Narratives provide emotional stakes while reinforcing learning objectives.


Avoiding Over-Instruction

Risk: Too much overt education creates edutainment fatigue, making play feel like a chore.

Solutions:
  • Focus on fun-first mechanics that embed learning.
  • Introduce learning gradually instead of overwhelming players.
Example: Brain Age – integrates mental training into fun mini-games, making exercises feel like engaging play with competitive rewards.



Player Motivation and Rewards

Intrinsic Motivation: Driven by curiosity, exploration, mastery, and achievement.

Extrinsic Motivation: Driven by rewards like points, badges, and levels.

In educational games, rewards must be meaningful and tied to learning outcomes (unlocking new levels, mastering material, or discovering new concepts).



                                                                                                                                                 

Lecture 3 - Playtesting & Iterative Design


Lecture slide 3


Stanford d. school Design Thinking Process

1. Empathize
  • Interviews 
  • Shadowing
  • Seek to Understand
  • Non-Judgmental
2. Define
  • Personas
  • Role Objectives
  • Decision
  • Challenges
  • Pain Points
3. Ideate
  • Share ideas 
  • All ideas worthy
  • Diverge/Converge
  • "Yes and" thinking
  • Prioritize
4. Prototype
  • Mockups
  • Storyboards
  • Keep it Simple
  • Fail fast
  • Iterate quickly
5. Test
  • Understand impediments
  • What works?
  • Role Play
  • Iterate quickly

Basic iterative process



Fig 1.1 - Basic iterative process




Instructions



Module Information Booklet


Exercise 1 & 2 (20%)

Timeframe: Week 1 - Week 7 (Deadline Week 7)


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Exercise 1 - My favourite game & what makes this game playful

For this exercise, choose a video game title or table-top game that you really, really like. Is there one that kept you returning to play it, even though you have stopped playing for quite some time?

According to the list of Principles of Games Design in this lecture, review the best parts of the game that makes you a fan, as well as the parts where you think the game could use some improvements (Enhance and Refine).

Present your findings from the position of ‘PLAYER’  in the report template.

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Game chosen: Dorfromantik


Fig 2.1 - Dorfromantik



Fig 2.2 - Dorfromantik Gameplay


Report 


Fig 2.3 - Exercise 1 Final Report



Artificial Intelligence Interaction Log


Fig 2.4 - Artificial Intelligence Interaction Log


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Exercise 2 - Non-digital to digital - Evolution and remediating this game

Identify a non-digital game which has been converted into a digital version. 

This can differ from the one you played together with your groupmate. 


Discuss on:

1. Brief explanation of the gameplay

2. Differences and similarity of play dimension (real life vs on screen)

  • Tip! Pick a game with either real-time or turn-based action; describe its core game mechanics and explain how the player experiences them temporally during both play dimensions.

3. Benefits and disadvantages of physical vs digital forms:

  • Tip! Find a game that has appeared in both versions; compare, and give grounds for the benefits of playability and playful experiences.

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Feedback

Week 1: 


Week 2:


Week 3: 


Week 4: 


Week 5: 


Week 6: 




Reflections

Experience :



Observations :



Findings :




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