Module Details

Module Code: GAME
Module Title: Game Analytics
Title: Game Analytics
Module Level:: 8
Credits:: 5
Module Coordinator: Nigel Whyte
Module Author:: Martin Harrigan
Domains:  
Module Description: The module teaches state of the art tools and processes to make data-informed decisions in a team-based environment that iteratively improve the game feel, quality and performance of game systems.
 
Learning Outcomes
On successful completion of this module the learner will be able to:
# Learning Outcome Description
LO1 Work in teams to design a gameplay experiment by stating a hypothesis and selecting appropriate metrics to track in real time.
LO2 Analyse experimental results to make data-informed decisions.
LO3 Identify, track, and resolve issues arising from the analysis of a game system relating to game feel and software quality.
Dependencies
Module Recommendations

This is prior learning (or a practical skill) that is recommended before enrolment in this module.

No recommendations listed
Co-requisite Modules
No Co-requisite modules listed
Additional Requisite Information
No Co Requisites listed
 
Indicative Content
Data-Driven Decision Making
Experiment design. Gathering Telemetry. Quantitative analysis. Qualitative analysis. Making decisions based on data. Making decisions as a team.
Enhancing Game Feel
Improve players tactile, emotional and aesthetic response to a game system through playtesting, iterative refinement and analysis of data.
Quality Assurance
Bug and crash reporting tools. Building on existing codebases. Roles within a team. Ownership and responsibility. Conflict resolution.
Software Optimisation
Optimising game systems for performance and efficiency.
Module Content & Assessment
Assessment Breakdown%
Project100.00%

Assessments

Full Time

No Continuous Assessment
Project
Assessment Type Project % of Total Mark 30
Timing Week 5 Learning Outcomes 1,2,3
Non-marked No
Assessment Description
The students will complete a team problem shared across modules. They will play roles based on in the Problem Based Learning (PBL) model. Each problem will be assessed under product and process.
Assessment Type Project % of Total Mark 30
Timing Week 9 Learning Outcomes 1,2,3
Non-marked No
Assessment Description
The students will complete a team problem. They will play roles based on in the Problem Based Learning (PBL) model. Each problem will be assessed under product and process.
Assessment Type Project % of Total Mark 40
Timing Week 12 Learning Outcomes 1,2,3
Non-marked No
Assessment Description
The students will complete an individual problem. The problem will involve the design, implementation and evaluation of a game system or simulation that can be used in the team problem. They will improve their component based on the experience and feedback from the team problem.
No Practical
No End of Module Formal Examination
Reassessment Requirement
Coursework Only
This module is reassessed solely on the basis of re-submitted coursework. There is no repeat written examination.
Reassessment Description
The student can re-submit their individual project.

SETU Carlow Campus reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full Time
Workload Type Workload Category Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Lecturer-Supervised Learning (Contact) Contact Lecturer supervision; direction, review, feedback, 12 Weeks per Stage 2.00 24
Studio Based Learning Contact Team Problem 12 Weeks per Stage 4.00 48
Independent Learning Non Contact Individual Problem 15 Weeks per Stage 3.53 53
Total Weekly Contact Hours 6.00
 
Module Resources
Recommended Book Resources
  • Magy Seif El-Nasr, Anders Drachen and Alessandro Canossa. (2013), Game Analytics: Maximizing the Value of Player Data, 1st. Springer.
Supplementary Book Resources
  • Ahmed Tlili and Maiga Chang. (2019), Data Analytics Approaches in Educational Games and Gamification Systems, 1st. Springer.
  • Michael Luca and Max H. Bazerman. (2021), The Power of Experiments: Decision Making in a Data-Driven World, 1st. MIT Press.
  • Tracy Fullerton. (2018), Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 4th. CRC Press.
  • Steve Swink. (2009), Game Feel: A Game Designer's Guide to Virtual Sensation, 1st. Morgan Kaufmann.
This module does not have any article/paper resources
This module does not have any other resources
Discussion Note: