2026/2027 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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| Programme | Bachelor of Science in Business Administration and Service Management |
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| Teaching methods | |
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| Last updated on 23-06-2026 | |
Relevant links |
| Learning objectives | ||||||||||||||||||||||
To achieve the grade 12, the student should meet
the following learning objectives with no or only minor mistakes or
errors:
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| Course content, structure and pedagogical approach | ||||||||||||||||||||||
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From fitness apps to workplace productivity incentives, from language learning to customer retention strategies, gamification seems to be an almost ubiquitous part of our society, especially in the highly digitalized context of service management. Initially devised to promote better engagement with tedious tasks by adding layers of game mechanics to them, practices of gamification have grown into their own as widespread forms of behavioral nudging that are, almost ironically, even being applied to games themselves.
In the context of service management, gamification can be considered from many different aspects. On the one side, game developers, which are themselves part of the service industry, can be both developer of gamification services or even have their products subjected to gamification mechanics; on the other side, companies might consider whether using gamification strategies might be a way to boost user engagements with their products or services, or whether their human resources could be better mobilized through the gamified processes in the workplace; and finally, the success of these initiatives will fully depend on whether the users of these gamified mechanics will engage with the gamified aspects as intended, or show indifference or even rejection and resistance to them.
In this course, students will critically engage with basic concepts of games and gamification, in order to better understand the foundations, uses and reservations to the use of gamification in a service management context. This will be done through the engagement with different uses of gamification, exploration of the different stakeholders involved, and the development of their own gamification prototype.
The course will cover (on an introductary and intermediary level)
By the end of the course, students will
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| Research-based teaching | ||||||||||||||||||||||
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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 | ||||||||||||||||||||||
| Description of the teaching methods
This course involves lectures, case discussions, experimentation with games and gamified activities, as well as hands-on workshops leading to prototyping their own gamification strategy. Lectures will cover relevant theories and concepts, as well as case studies and gamification activities Workshops will facilitate working with the lecture’s concepts by interaction with gamification, as well as designing and building them. Students will work in groups to design a prototype of a gamification strategy Group activities will encourage participation and real-world problem-solving Through the course’s experiences, students will critically reflect on the development, implementation, and reception of gamification within a service management perspective. |
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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 workshops, which are in a studio format From other students as peer-to-peer feedback During the prototyping workshops, in groups. |
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| Expected literature | ||||||||||||||||||||||
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Expected Literature:
Schell, J. (2019). The Art of Game Design: A Book of Lenses, Third Edition (3rd ed.). A K Peters/CRC Press. https://doi.org/10.1201/b22101 (selected chapters)
Hon, A. (2022). You’ve Been Played: How Corporations, Governments and Schools Use Games to Control Us. Basic Books. (selected chapters)
McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin. (selected chapters)
Masser, K., Mory, L. (2018). The Gamification of Citizens’ Participation in Policymaking. Springer. (selected chapters)
Hammedi, W., Leclercq, T., & Steils, N. (2024). Gamification Myopia: Satiation Effects in Gamified Activities. Journal of Service Research : JSR, 27(2), 213–230. https://doi.org/10.1177/10946705231190873
Silva, J; Mendes, G., Teixeira, J.; Braatz, D. (2023) Gamification in the customer journey: a conceptual model and future research opportunities. Journal of Service Theory and Practice, Vol 33, No.3. DOI 10.1108/JSTP-07-2022-0142
Krath, J.; Schürmann, L.; Von Korflesch, H. (2021) Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning. Computers in Human Behavior.
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2015). From game design elements to gamefulness:Defining gamification. MIS Quarterly, 39(1), 137–154.
Xi, N., & Hamari, J. (2020). Does gamification affect brand engagement and equity? A study inonline brand communities. Journal of Business Research, 109, 449–460
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