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2013/2014  BA-HAIT_VGAM  Gamification

English Title

Course information

Language English
Exam ECTS 7.5 ECTS
Type Elective
Level Bachelor
Duration One Semester
Course period Spring
changes in shedule may occur.
monday and thursday 11.40-14.15 week 5-6,8,10-12
Time Table Please see course schedule at e-Campus
Study board
Study Board for BSc/MSc in Business Administration and Information Systems, BSc
Course coordinator
  • Ravi Vatrapu - Department of IT Mangement (ITM)
Administrative contact person is Jeanette Hansen at ITM (jha.itm@cbs.dk).
Main academic disciplines
  • Business psychology
  • Information Systems
  • Marketing
  • Methodology
Last updated on 15-10-2013
Learning objectives
After the course the student should be able to:
  • Describe the emerging paradigm of “Gamification”
  • Explain the different aspects in and topics of Gamification from design, psychology, marketing, and visual analytics perspectives
  • Identify the linkages between social media, mobile applications, and game design for organizational processes such as innovation, knowledge management, communication, collaboration and co-creation in organizational settings
  • Define, measure and evaluate the different metrics and key performance indicators for Gamification applications across a range of dimensions
  • Design, develop, and evaluate a Gamification concept for a real-world case company
Course prerequisites
There are no formal prerequisites for being admitted to the course. Familiarity with topics in consumer psychology, marketing, gaming, and visual analytics is desired but not required.
Project exam:
Examination form Home assignment - written product
Individual or group exam Individual
Size of written product Max. 15 pages
Assignment type Project
Duration Written product to be submitted on specified date and time.
Grading scale 7-step scale
Examiner(s) One internal examiner
Exam period May/June
Make-up exam/re-exam
Same examination form as the ordinary exam
Course content and structure
The subject of the course is Gamification set within the context of “concomitant convergence” of design, media, interactions, and scorecards. Gamification refers to the emerging paradigm of business applications that apply aspects and elements of game design towards organizational purposes such as marketing, knowledge management, innovation, and customer relationship management etc. The content of the course is structured in a number of themes:

1. Introduction to Gamification & Game Thinking
2. Fundamentals of Games, Gaming, and Visual Analytics
3. Motivations: Users, Gamers, and Consumers
4. Game Studies: Anthropology, Psychology, and Sociology
5. Gamification Design Framework
6. Gamification Development Framework
7. Gamification Evaluation Framework
8. Applications of Gamification-1: Marketing
9. Applications of Gamification-2: Learning
10. Applications of Gamification-3: Social Behavioural Change
11. Critique of Gamification
12. Taking Stock and Looking Ahead
Teaching methods
Lectures, Exercise, and Demos
Student workload
Lectures 30 hours
Exercises 15 hours
Preparation for lectures and exercises 55 hours
Project Work 80 hours
Project Report 40 hours
Expected literature
Required Textbook:
Title: For the Win: How Game Thinking Can Revolutionize Your Business
Authors: Kevin Werbach & Daniel Hunter
Publisher: Wharton Digital Press
ISBN-10: 1613630239
ISBN-13: 978-1613630235
Amazon Link: http://www.amazon.co.uk/For-Win-Thinking-Revolutionize-Business/dp/1613630239/ref=sr_1_1?ie=UTF8&qid=1350225877&sr=8-1

Please check Learn for additional literature.

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining gamification.

Deterding, S., Sicart, M., Nacke, L., O'Hara, K., & Dixon, D. (2011). Gamification. using game-design elements in non-gaming contexts.

Groh, F. (2012). Gamification: State of the art definition and utilization. Institute of Media Informatics Ulm University, 39.

Louise Peulicke Larsen. (2012). The Relation between Gamification & Customer Loyalty. Unpublished Master Thesis, IT University of Copenhagen.

Thom, J., Millen, D., & DiMicco, J. (2012). Removing gamification from an enterprise SNS.
Last updated on 15-10-2013