2013/2014 BA-HAIT_VGAM Gamification
English Title | |
Gamification |
Course information |
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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
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Course coordinator | |
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Administrative contact person is Jeanette Hansen at ITM (jha.itm@cbs.dk). | |
Main academic disciplines | |
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Last updated on 15-10-2013 |
Learning objectives | |||||||||||||||||||||
After the course the student should
be able to:
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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. | |||||||||||||||||||||
Examination | |||||||||||||||||||||
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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 |
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Teaching methods | |||||||||||||||||||||
Lectures, Exercise, and Demos | |||||||||||||||||||||
Student workload | |||||||||||||||||||||
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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