ENHANCING ENGAGEMENT WITH GAMEFUL DESIGN - 2026/7

Module code: PSYM186

Module Overview

This module explores how gameful design, leveraging elements such as challenge, feedback, narrative, and progression, can motivate and sustain engagement across non-game contexts, including education, research, therapy, fitness, and marketing. Students will learn to design, critique, and prototype systems that foster meaningful engagement by applying psychological theories of motivation and user-centred design.

Module provider

Psychology

Module Leader

WONG Alan (Psychology)

Number of Credits: 15

ECTS Credits: 7.5

Framework: FHEQ Level 7

Module cap (Maximum number of students): 65

Overall student workload

Independent Learning Hours: 106

Lecture Hours: 11

Laboratory Hours: 11

Guided Learning: 11

Captured Content: 11

Module Availability

Semester 1

Prerequisites / Co-requisites

N/A

Module content

Indicative content may include:

  • Foundations of gameful design
  • Psychological theories on motivation
  • Contextual applications in marketing, education, therapy, wellness, research, etc.
  • Training on group work

Assessment pattern

Assessment type Unit of assessment Weighting
Coursework Gameful engagement presentation (Group) 40
Coursework Gameful engagement report (Individual) 60

Alternative Assessment

For group presentation, if a student has an EC (their deadline date is different from that stated above) they will conduct an individual presentation. If a student is unable to work in a group (due to non-engagement or ECs) they will conduct an individual presentation.

Assessment Strategy

The assessment strategy is designed to provide students with the opportunity to demonstrate their knowledge of key concepts in the field, critically assess the design of engagement enhancement solutions, study user needs, integrate game elements, present ideas, and modify their ideas based on feedback.

Thus, the summative assessment for this module consists of:

  • Coursework (gameful engagement presentation; addresses learning outcomes 1-6) An extended project to improve engagement using game elements in a non-game context. Students will work in groups for this project to encourage the learning of collaborative work dynamics.
  • Coursework (gameful engagement report; addresses learning outcomes 1-4, 6). Students are tasked to generate a report of their engagement enhancement solution with justifications based on psychological theories and research.

The development process will be assessed through the group presentation, which requires discussion of the design thinking process and responding to questions in a Q&A session. In the individual report, students will be required to critique their own work and demonstrate how their ideas developed following the group presentation stage, particularly in response to class discussions and feedback.

 

Formative assessment and feedback 

  • Students formally present their ideas in groups for peer review and feedback prior to individual report completion.
  • Each contact session involves practical exercises where results are shared with peers and the lecturer for feedback.

Module aims

  • Critically evaluate engagement strategies across non-game domains
  • Equip students to design gameful systems for various human-centred applications
  • Develop professional design, communication, and reflexive practice skills

Learning outcomes

Attributes Developed
001 Explain key psychological and design principles underpinning engagement K
002 Critique real-world interventions using gameful frameworks CP
003 Design a contextually appropriate gameful system for a non-game application CP
004 Communicate design ideas to specialists and non-specialists effectively T
005 Work creatively and collaboratively with other members of a team T
006 Describe and reflect on the process of idea generation and refinement, presentation, and collaborative work. T

Attributes Developed

C - Cognitive/analytical

K - Subject knowledge

T - Transferable skills

P - Professional/Practical skills

Methods of Teaching / Learning

The learning and teaching strategy is designed to include lectures paired with discussion and practical work to introduce and apply psychology principles in motivation and engagement. Workshops and student-led seminars will demonstrate the potentials of applying gameful design and facilitate students in their work on the project and report.

Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.

Reading list

https://readinglists.surrey.ac.uk
Upon accessing the reading list, please search for the module using the module code: PSYM186

Other information

The School of Psychology is committed to developing graduates with strengths in Employability, Digital Capabilities, Global and Cultural Capabilities, Sustainability, and Resourcefulness and Resilience. This module contributes to the development of the following capabilities: 

Employability: This module will help equip students with the skills and knowledge to critically analyze existing practice and create new ideas in enhancing motivation and engagement. Transferrable skills in team work will also be developed via course work. Assignments can be readily used to demonstrate to potential employers what students will be able to contribute. 

Global and Cultural Capabilities: The module will help students develop knowledge and sensitivity towards the diverse needs of different individuals from different backgrounds. Teaching materials will incorporate readings and examples from different parts of the world and people from different backgrounds. Group-based learning activities offers a chance for students to learn from each other, thus building such competencies as cross-cultural understanding and tolerance. 

Digital Capabilities: This module will enhance and develop students' ability to analyse and design user experience, particularly in digital contexts. Students will use SurreyLearn and a range of software that facilitates in-class group activities, meetings, and presentation. The module also promotes the responsible use of emerging technologies, including artificial intelligence (AI), as part of the creative design process. Students are expected to critically evaluate technology-assisted outputs and demonstrate independent thinking in developing original ideas. 

Resourcefulness and Resilience: Students will use a range of sources to find solutions for real-life problems, which will help develop resourcefulness. Working in groups during class exercise and group work will help develop the habit and skills to learn from each other. Students will be encouraged to share their personal experiences and expertise to reflect on challenges faced by individuals in different contexts as well as ways to overcome them. 

Sustainability: Many of the examples used in the class involves social, economic, and environmental problems psychologists help to address, and students will get to appreciate the power of gameful design in promoting sustainability.

Programmes this module appears in

Programme Semester Classification Qualifying conditions
Psychology in Game Design and Digital Innovation MSc 1 Compulsory A weighted aggregate mark of 50% is required to pass the module

Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2026/7 academic year.