2025/2026 BA-BSEMO2582U Gamification
English Title | |
Gamification |
Course information |
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Language | English |
Course ECTS | 7.5 ECTS |
Type | Mandatory |
Level | Bachelor |
Duration | One Quarter |
Start time of the course | Second Quarter |
Timetable | Course schedule will be posted at calendar.cbs.dk |
Study board |
Study Board for Service and Markets
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Course coordinator | |
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Main academic disciplines | |
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Teaching methods | |
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Last updated on 26-06-2025 |
Relevant links |
Learning objectives | ||||||||||||||||||||||
After completing this course, students should be
able to:
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Examination | ||||||||||||||||||||||
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Course content, structure and pedagogical approach | ||||||||||||||||||||||
This course provides students with a fundamental understanding of gamification as a concept in digital services that is getting increasingly taken up by public and private organizations. Gamification is the process of applying game design elements and principles in non-game contexts to engage, motivate, and drive desired behaviors. It leverages the psychological drivers that make games engaging—such as challenge, reward, competition, and progression—to enhance user experience and facilitate learning, productivity, or behavior change in various settings. Gamification range from various loyalty programs to actual games constructed to support or create a certain type of of behaviour in users or consumers. The course will look into the theories and practices for gamification to provide a better understanding of both the potential and limitations of gamification in service management with particular emphasis on managing digital services.
The course will cover:
By the end of the course, students will:
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Research-based teaching | ||||||||||||||||||||||
CBS’ programmes and teaching are research-based. The following
types of research-based knowledge and research-like activities are
included in this course:
Research-based knowledge
Research-like activities
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Description of the teaching methods | ||||||||||||||||||||||
Teaching Methods:
The course includes lectures, case discussions, presentations, exercises, and pre-recorded videos. • Lectures will cover relevant theories and models as well as cases and examples to illustrate them. • Exercises will focus on discussions, case studies, and examples of gamification in service management. • Students will work in groups to analyze and discuss gamification case studies and receive feedback. • Pre-recorded videos will help explain and conceptualize specific concepts and theories. • Group activities will encourage participation and real-world problem-solving. |
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Feedback during the teaching period | ||||||||||||||||||||||
Feedback During the Teaching Period:
Students will receive feedback in multiple ways: • During lectures, through interaction with the teacher. • During exercises in the form of general feedback during discussions. • From case presentation feedback during exercises. • From other students as peer-to-peer feedback. |
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Student workload | ||||||||||||||||||||||
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