SHE Level 4
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code MHI625276
Module Leader David Moffat
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • B (January start)

Summary of Content

This module will focus on the emotional relationship between the human user and technology in relation to computer games. Coverage will include: basic psychology of emotion and the elicitation of different emotions through design. Topics include affective computing, emotional AI, and the design of emotional products and emotional experiences. It will enable students to design pleasurable game play products. The staff are active in the field, and so the content will be partially research-led, with support from and access to the eMotion-Lab. For personalised learning, teams of students will normally be able to determine the subject and methods of their coursework. For flexibility, the module may recap basic material as needed by students, so that it imposes no prerequisites, and can appeal to a wider range of disciplines.


-359? Theoretical background. -359? Emotion and :- -359? evolution -359? neuroscience ? personality ? mood ? cognition ? action and decision -359? Basic emotions -359? appraisal and action tendencies -359? Detecting, identifying and measuring emotion -359? Facial expressions -359? posture and gesture; speech processing ? self-report questionnaires ? physiological response ? affective wearables ? affective gaming -359? Evoking an affective response -359? by design of social interactions -359? by setting conditions for a "flow" experience ? by music ? Norman's 3 levels of design -359? Positive psychology and well-being -359? Flow theory -359? Creativity

Learning Outcomes

On completion of this module, students should be able to:-- Design emotionally engaging experiences and activities- Appraise the ways in which computing technology can have an impact upon on human emotion- Experiment with techniques for measuring emotional responses- Appraise leading theories of emotion- Compare personality theories with individual preferences for games and other affective technologies- Develop ways to engage users socially with computing technologies

Teaching / Learning Strategy

The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. The module material will be introduced through lectures, while practical exercises, based on the lecture material, will be given to students for their laboratory sessions. Tutorials will be used to help explain and elaborate on both the lecture material and the laboratory exercises. Full use will be made of GCU Learn to provide Lecture-based and related study materials, along with sample solutions of Tutorial and Laboratory exercises, thus encouraging the development of independent learning and allowing self-reflective feedback on student performance. Staff-based feedback on student performance for submitted work will be provided in line with the University feedback policy, with summative feedback and grades on the coursework assessment utilising GCU Learn. The additional interactive discussion features of GCU Learn will be utilised, as appropriate to the module, to stimulate independent and flexible student learning outwith scheduled class time.

Indicative Reading

-359? Patrick W. Jordan (2000). Designing Pleasurable Products: An Introduction to the New Human Factors . Taylor & Francis. -359? Norman, D. (2005) Emotional Design . Basic Books Inc. ? Ekman, P (1994) The Nature of Emotion . Oxford University Press. -359? Picard, R. (2000) Affective Computing . MIT Press.

Transferrable Skills

-359? critical thinking and analysis -359? research and scholarship ? creativity; divergent thinking ? appreciating the need for continuing professional development ? interpersonal skills, team-working, leadership ? communication (written, listening) ? numeracy ? ethical awareness ? prioritise tasks and self management ? presentation skills ? some awareness of strengths, weaknesses and learning style

Module Structure

Activity Total Hours
Tutorials (FT) 12.00
Assessment (FT) 20.00
Independent Learning (FT) 132.00
Practicals (FT) 12.00
Lectures (FT) 24.00

Assessment Methods

Component Duration Weighting Threshold Description
Coursework 2 n/a 40.00 n/a Practical Exercises
Coursework 1 n/a 60.00 n/a Report (3000 words)