Module: GDT5005-20 Tangible Games
Level: 5
Credit Value: 20
Module Tutor: James Newman
Module Tutor Contact Details: j.newman@bathspa.ac.uk
1. Brief description and aims of module:
Tangible Games is about exploring the combination of the digital and physical to offer tactile, novel, and playful experiences. It focuses on the experimental side of game hardware, with a particular focus on physical computing, custom interfaces, materials, and social interaction. The module takes a lighthearted approach, encouraging the creation of tangible experiences that are novel, surprising and critically, fun. The module nevertheless has a more serious objective - to acknowledge the breadth and diversity of computer-mediated games.
You begin the module by critically engaging the ‘maker movement’, and reviewing examples of commercial and non-commercial games that exist at the intersection of the digital and physical - including Nintendo's series of playful controllers. Once you have built an understanding of the motivations and character of tangible games, we turn to technologies of techniques for developing experiences that make use of custom inputs, outputs and game mechanics. This includes most notably programming with microcontrollers, developing key skills in electronic engineering, and prototyping using, for example, 3D printing and laser cutters.
2. Outline syllabus
Experimental game controllers
Physical gaming and playful design
Approaches to social gaming
Programming for microprocessors and single board computers (e.g. Arduino and Raspberry Pi)
Essentials of electronic engineering
Inputs and outputs
Connecting devices and the Internet of Things
Interaction and trigger responses
Accounting for accessibility
Testing and debugging
3. Teaching and learning activities
Class Hours
You participate in practice-led research: experimenting with new devices, imagining alternative methods of interaction, and designing through play with materials, places and people. Tutors provide context to the subject of tangible games, while facilitating playtesting and discussion on examples developed by leftfield indie game designers. In workshops you develop a tangible game with guidance from tutors on designing for unfamiliar technologies and approaches to gameplay.
Independent Learning
Experimental games - particularly those that involve custom hardware - require a lot of time for development, iteration, troubleshooting and testing. Design and technical challenges are inevitable, so it is important you are patient and ready to put in plenty
of effort into shaping your projects outside of class. This includes gaining familiarity with tools and programming languages, but also allowing room to discover the many creative opportunities that tangible games afford.
Assessment Type: Coursework
Description: Portfolio Tangible game. With supporting documentation.
% Weighting: 100%