2013/2014 KAN-SOC_VFGI Gamification as a driver for new strategies and innovation
English Title | |
Gamification as a driver for new strategies and innovation |
Course information |
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Language | English |
Exam ECTS | 7.5 ECTS |
Type | Elective |
Level | Full Degree Master |
Duration | One Semester |
Course period | Autumn, Spring
Changes in course schedule may occur. Monday 8.00-10.30, week 6-15 |
Time Table | Please see course schedule at e-Campus |
Study board |
Study Board for MSc of Social Science
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Course coordinator | |
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Course Responsible:
Per Darmer /Karsten Bobek (kb.marktg@cbs.dk)
Administration: Mette Busk Ellekrog (mbe.ioa@cbs.dk) |
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Main academic disciplines | |
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Last updated on 23-10-2013 |
Learning objectives | |||||||||||||||||||||
Video games are the dominant
entertainment form of our time because they are powerful tools for
motivating behaviour. Effective games leverage both psychology and
technology, in ways that can be applied outside the immersive
environments of games themselves. Gamification as a business
practice has exploded over the past two years. Organizations are
applying it in areas such as marketing, human resources,
productivity enhancement, sustainability, training, health and
wellness, innovation, and customer engagement. Game thinking
requires a thoughtful understanding of motivation and design
techniques. After the course the student should:
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Course prerequisites | |||||||||||||||||||||
No prerequisites
This course is designed as an introduction to gamification as a business practice. No particular technical knowledge or prior coursework are required. That might include: Students in business, HR, IT, design, engineering, games studies or other related fields |
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Examination | |||||||||||||||||||||
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Course content and structure | |||||||||||||||||||||
What has speeding to do with everyday
business? Normally you would say nothing…. But here is an example
that will give you a pretty good idea of what this course is about.
In Stockholm there is a street with the normal camera surveillance
taking pictures every time a car is speeding. To change the
behaviour of people driving too fast they instead took pictures of
ALL cars passing the camera. Cars that did not exceed the speed
limit participated in a lottery with the possibility to win money.
The average speed on that particular road went down from 32 to 25
kmph.
The above example is a very simple way of looking at Gamification as a tool to make behavioural changes. Gamification is taking theories and learning’s from the game world and introducing them to everyday business life. The overall purpose is to understand the different techniques, the different components and the different forms of Gamification and how to use it effectively. There will be examples running throughout the course, some of them in for-profit business contexts and some of them non-profit social impact kinds of contexts. This course examines the role of Gamification in business, management, organizing, and consumers. Various gaming theories, which is the base of Gamification, and the roles Gamification plays in the processes named above and in such areas as motivation, creativity, and the marketing of products and ideas are presented and critically analyzed. Gamification is a brand new concept, but with roots that goes back many years and is drawing on some very old concepts in psychology and management. In the course, we will explore the theories behind how game thinking — which is addressing problems like a game designer would — gives you the possibility to motivate employees as well as customers through the creation of engaging experiences that can transform your business. The course is designed to help understanding how Gamification is used today in the real world. As a program the work of professor Kevin Werbach, one of the major theorists within the field of Gamification, is central to this course. |
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Teaching methods | |||||||||||||||||||||
This course relies on traditional
lectures, Harvard case discussions as well as different
simulations. The content and course objectives will be combined
interviews from leading authorities; Gamification experts,
executives and investors.
In most of the lecture segments, we will describe Gamification concepts and illustrate them with examples, screenshots, and diagrams. We will often use real-world case studies as illustrations. This will be combined with group work cases. To illustrate theories and concepts behind Gamification, we will use Leadership Casino, a negotiation simulation. The objective of the game is for teams to find solutions to a number of difficult management dilemmas and then bring the solutions into practice. By setting goals for the solutions of the dilemmas and invest money from the team's investment pool that these solutions are achieved, the teams must try to earn as much as possible. The game winner is the team that after the end of the game has the most money in its investment pool. |
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Expected literature | |||||||||||||||||||||
Indicative literature:
Werbach, Kevin (2012): For the Win Seligman, Martin (2011): Flourish Koster Raph (2005): A theory of Fun Daniel H Pink, Daniel H. (2011): Drive Rigby, Scott (2011): Glued to Games Salen, Katie and Eric Zimmerman, Eric (2004): The Rules of Play |
Last updated on
23-10-2013