Entertainment Software Technologies


Teaching Staff: Karydis Ioannis, Panaretos Alexandros
Code: EA190
Course Type: Direction of DTDA - Elective
Course Level: Undergraduate
Course Language: Greek
Semester: 7th
ECTS: 5
Teaching Units: 3
Lecture Hours: 2
Lab/Tutorial Hours: 2L
Total Hours: 4
E Class Page: https://opencourses.ionio.gr/courses/DDI107/
Curricula: Revamped Curriculum in Informatics from 2025
Short Description:

Entertainment software technologies (i.e. video games technologies) are software applications that have as their main objective entertainment, interaction and user engagement through virtual environments, games and interactive experiences. They include the use of multimedia, simulation techniques, artificial intelligence, three-dimensional graphics, sound and narrative methods, in order to create attractive and immersive experiences. Nowadays, most modern entertainment software applications are multimedia in nature and interactive, covering a wide range from video games to virtual and augmented reality.

The lectures include: the basic principles of entertainment software design, the characteristics and categories of electronic games, the mechanisms of interaction (game mechanics), the narrative structure and flow of the game (game narrative, gameplay), as well as the application of artificial intelligence to characters and virtual environments. Issues of aesthetics, user experience (UX) and ethical dimensions in the entertainment software industry are also examined.

The lab includes hands-on practice using open source/free software tools and focuses on developing a platformer game using HTML5.

Objectives - Learning Outcomes:

Students' understanding of the basic concepts of entertainment software. Cultivating scientific thinking around the issues of Entertainment Software Technologies as well as their extensions.

Students will also have the opportunity to:

  • understand the stages of development of Entertainment Software applications,
  • be able to design, develop and manage corresponding processes,
  • detect the opportunities for the development of the technology,
  • come into contact with related research issues.


Upon completion of the thematic modules, students are able to:

  • plan the development of video game content,
  • implement Entertainment Software usage scenarios,
  • execute the design and development of a complete software package, and also
  • detect business-professional opportunities.
Syllabus:

Unit 1 - Teaching Contract and Introduction to Entertainment Software

  • The Course in brief
  • Teaching Contract
  • Course Assignments
  • Course Evaluation
  • Study Materials
  • History and Evolution of Entertainment Software

Unit 2 - The Video Game Industry

  • The State of the Video Game Industry Today
  • Video Game Platforms
  • Types of Video Games
  • The Profile of the Video Game Player

Unit 3 - The Video Game Industry

  • The Impact of the Internet on the Video Game Industry and Market
  • Distribution of Video Games
  • Publishing Video Games
  • Buying Used Video Games
  • Selling Virtual Property
  • Pirating Video Games
  • Working in the Video Game Development Industry

Unit 4th - Social issues of video games + serious video games

  • Social issues of video games: Effects of violence in games, Gamer addiction in video games, The portrayal of women and racism in video games, Harassment (through online games), Health consequences
  • Video games are not just for playing: Education, Military, Medicine, Business, Research, Propaganda-Advertising, Art, The so-called Serious Games

Unit 5th - Video game design

  • Definition of a game
  • Dramatic elements of a game
  • Game designer
  • Game process and mechanisms
  • Game as an experience
  • Common design mistakes

6th Unit - Video game development

  • The stages of developing a video game
  • The importance of the development platform
  • The role of its audience in the development of a video game
  • Video game development team
  • Video game development technologies
  • Video game content management
Suggested Bibliography:
  • “Βιντεοπαιχνίδια: βιομηχανία και ανάπτυξη”, Αναγνώστου, ΚΛΕΙΔΑΡΙΘΜΟΣ, 2009. Eudoxus code: 13626
  • “Σοβαρά Ψηφιακά Παιχνίδια - Θεωρία, Σχεδίαση και Ανάπτυξη”, Καρασαββίδης, Kallipos, 2014. Eudoxus code: 138965932 https://repository.kallipos.gr/handle/11419/14022 
  • Lecture slides (only for support)
  • Labs (code and explanations) 
Teaching Methods:
  • In-person interactive lectures
  • In-person labs
  • Optional project work
New Technologies:
  • Interactive whiteboard
  • Slides with animation
  • Computer software for the individual components of entertainment software
  • Design and development of entertainment software applications in HTML5
Evaluation Methods:

With optional assignment

  • Grade = 60% assignment, 40% written exam
  • Required pass condition: written exam grade >= 5/10

Without optional assignment

  • Grade = 100% written exam
  • Required pass condition: written exam grade >= 5/10

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