Course Schedule - Fall Semester 2026

     

Meeting location information can now be found on student schedules in ESTHER (for students) or on the Course Roster in ESTHER (for faculty and instructors).
Additional information available here.

COLL 111 001 (CRN: 16359)

THE NEUROSCIENCE OF GAMES

Long Title: CHECKMATE! THE SCIENCE BEHIND WINNING, LOSING, AND LOVING GAMES (HANSZEN)
Department: College Courses
Instructors:
Zimmerman, Carissa
Rahmfeld, Jordan
Meeting: 7:00PM - 7:50PM M (24-AUG-2026 - 4-DEC-2026) 
Part of Term: Full Term - No WL Purge
Grade Mode: Satisfactory/Unsatisfactory
Course Type: Seminar
Language of Instruction: Taught in English
Method of Instruction: Face to Face
Credit Hours: 1
Course Syllabus:
Course Materials: Rice Campus Store
 
Restrictions:
Must be enrolled in one of the following Level(s):
Undergraduate Professional
Visiting Undergraduate
Undergraduate
Section Max Enrollment: 19
Section Enrolled: 15
Waitlisted: 0 (Max 99) 
Current members of the waitlist have priority for available seats.
Enrollment data as of: 26-APR-2026 9:16AM
 
Additional Fees: None
 
Final Exam: No Final Exam
 
Description: Does chess make you smarter? Why has gambling endured across human history? Can every game, in theory, be solved? Games are older than written language, algebra, and all Seven Wonders of the Ancient World. Understanding games means understanding ourselves: why we play, what skills and behaviors games cultivate, and how those behaviors translate into real life after the game has ended. Each class centers on a “game of the day.” We will begin class with 15 minutes playing it, followed by a structured analysis of its historical origins, psychological demands, and neurological effects. We will discuss the historical conditions in which the game was invented, identify behaviors required to succeed in that environment, and evaluate how the game reinforces those behaviors. Drawing on research in neuroscience and psychology, we investigate how gameplay alters condition, decision-making, and social interaction. Students will engage in debates on game theory, analyze historical controversies, and consider whether certain games should not be played at all. Short exit tickets will reinforce important insights. For the final project, student teams will design and present an original game with a clearly defined behavioral or educational purpose, supported by historical precedent and scientific reasoning.