-
Presentation
Presentation
Game Analytics Game development Game Design Game studies
-
Class from course
Class from course
-
Degree | Semesters | ECTS
Degree | Semesters | ECTS
Master Degree | Semestral | 8
-
Year | Nature | Language
Year | Nature | Language
1 | Mandatory | Português
-
Code
Code
ULHT6275-22898
-
Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
-
Professional Internship
Professional Internship
Não
-
Syllabus
Syllabus
1. Processes and methodologies of game project development 1.1 Waterfall, Spiral, Scrum and Agil/Iterative Approaches Analysis 1.2 Problems in design process (pitfalls) 2. Key terms overview in game analytics. 3. Discovering and communicating patterns in data applied in games. 4. Statistical analysis, predictive modeling, optimization, forecasting. 5. Comparing marketing analytics, risk analytics, web analytics and game analytics. 6. Telemetry and User Data. 7. Game Analytics Vs Games user Research (GUR)
-
Objectives
Objectives
- Use agile game development methodologies that result from a specific application of analytical studies. - To know how to adapt the reading and to adapt the information gathered from a game or from market studies, in order to define strategic options in the various production phases of a game, where the artistic ones are necessarily included as well. - To know how the game analytics favor the analysis of a game as a product, be it in its economic, ecological, emotional (user experience), productive performance, among others. - To be able to link the results of the analysis of analytical data from other areas of the Information Technology sector that are intrinsically associated with research or development of games. - To apply game production processes that relate analytical data. - Know how to relate the creative process of Game Design with the metric information of a given data set.
-
Teaching methodologies and assessment
Teaching methodologies and assessment
A series of innovative methodologies are implemented in all the sessions of this curricular unit: - Active methodologies, in which the teacher mediates the training so that the student can present their point of view in class and increase their critical sense. - Use of STEAM resources. - The Maker Movement, as several disciplines and teachers are involved in the development of this course; - Project-orientated teaching, in which students work in groups, with peer review, to solve challenges proposed (problems) by the class.
-
References
References
Fields, T., & Cotton, B. (2011). Social game design: Monetization methods and mechanics . Burlington: Morgan Kauffman Publishers. Santhosh S., Vaden M. (2013) Telemetry and Analytics Best Practices and Lessons Learned. In Seif El-Nasr M., Drachen A., Canossa A. (Org.) Game Analytics. London: Springer, London. Swink, S. (2009) Game Feel: A Game Designer¿s Guide to Virtual Sensation. Amsterdam: Morgan Kaufmann Publishers Wallner, G. & Kriglsteina, S. (2015). An Introduction to Gameplay Data Visualization in Petri Lankoski and Staffan Björk (Org.) Game Research Methods. Pittsburg: ETC Press. Web Analytics Association. (2007). Web analytics definitions. Web Analytics Association (internet link) Zoeller G. (2013) Game Development Telemetry in Production. In Seif El-Nasr M., Drachen A., Canossa A. (Org.) Game Analytics. London: Springer, London.
-
Office Hours
Office Hours
-
Mobility
Mobility
No