GAME STUDIES: EXERCISES / GCD61504

22/9/2025 - 28/12/2025 / (Week 1 - Week 14)

Aricia Man Yi Xuan / 0375026

Game Studies / Exercises / GCD61504

Bachelor of Design (Hons) in Creative Media

Google Drive Link


TABLE OF CONTENT

1. Lectures

2. Instructions

4. Reflection


LECTURES

WEEK 1 

Fig.1.1.1 Weekly Briefs & Tracker / (Week 1, 23/9/2025)

Fig.1.1.2 Principles of Game Design / (Week 1, 23/9/2025)

This week, Ms. Noranis briefed us on the module information booklet and introduced us to the Principles of Game Design (Fig.1.1.2). We formed our group in class and play board games to develop idea further.

WEEK 2

Fig.1.1.4 Balancing Fun and Educational Elements in Game Design / (Week 2, 30/9/2025)

This week, Ms. Noranis introduced us to the topic "Balancing Fun and Educational Elements in Game Design". Later on, we created to developing the game proposal, where we decided on a school and GPA theme and brainstormed possible mechanics. We also thought about potential names for the game, which called "CGPA 4.0!". We also discussed when to visit a board game cafe to experience similar games and learn how different mechanics create enjoyment in gameplay. At the same time, we purchased base card decks from Shopee so we can prototype our own cards next week.

WEEK 3 
This week, our group went to a board game cafĂ© (meeples) to explore and play different types of board and card games. We gain inspiration and understand various gameplay mechanics, including how cards are designed and how interaction happens between players. During the session, we found one particular game that had a similar card design and mechanic to our school-themed CGPA game idea. This helped us understand how card categories can be organized and how to make the game more engaging. 

WEEK 4


Fig.1.1.7 Playtesting & Iterative Design / (Week 4, 14/10/2025)

Today’s lecture focused on "Playtesting and Interactive Design", where we learned about the design thinking process, basic iterative process, and iterative process with context.. The lecturer explained how playtesting helps designers understand player experience, adjust mechanics, and refine the rules for better interaction. After that, we were assigned a new Exercise 2: Non-digital to digital — evolution and remediating this game".




INSTRUCTIONS

Fig.2.1.1 Module Information Booklet


EXERCISES

Exercise 1: My most favourite video game & what makes this game playful

Fig.3.1.1 The Sims 4 / (Week 1, 25/9/2025)


Fig.3.1.2 Exercise 1 Template Part A / (Week 2, 1/10/2025)

Fig.3.1.3 Exercise 1 Template Part B / (Week 2, 1/10/2025)


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

Description:
  • 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)
  • 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.
Game Selected: Monopoly

Fig.3.1.4 Evolution of Monopoly / (Week 4, 14/10/2025)

Fig.3.1.5 Exercise 1 Template / (Week 5, 27/10/2025)


REFLECTIONS

Experience:
Through these exercise, I got to explore how different types of games are designed and what makes them feel engaging to players. For Exercise 1, when I talked about my favourite video game, I realized how much game mechanics, visuals, and emotional storytelling affect how fun and meaningful a game feels. It helped me think deeper about why some games keep players hooked for hours while others lose interest fast. For Exercise 2, it reminded me of my childhood. I actually used to play the Monopoly Zapped Edition with my family, and thinking about it now makes me feel a bit nostalgic. I still remember how everyone gathered and we usually play on the floor, using my iPad to tap our bank cards and laugh at the mini-games that popped up. Doing this exercise made me realize how meaningful those shared game moments were because it wasn’t just about competing, but about spending time together and having fun.

Observation:
From both exercises, I observed that every type of game have a different kind of engagement. Physical games bring people closer, while digital games use visuals and sound effects to keep players attracted. I like the hybrid version the most as it connects both edition, showing how technology can make traditional play more lively without losing its social aspect.

Findings:
Overall, I learned that what makes a good game is how it creates connection and enjoyment. Physical games build real human connection, while digital ones bring accessibility and flow. I also understood more deeply how game design principles shape the player experience when designing a board game. From this, I also got a lot of inspiration for my group project "GPA 4.0" card game. It made me think more about how to make my game more interesting, and how to include elements that keep players emotionally engaged.














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