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Gamification and Serious Games in Research and Practice

2025VT

Status Open for interest registrations
School IDA-gemensam (IDA)
Division PELAB
Owner Aseel Berglund

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Course plan

No of lectures

Three

Recommended for

PhD students who want to get a better understanding of gamification and serious gaming in various contexts (e.g. health, education, economics).

The course was last given

New course

Goals

Upon completion, students will be able to:

- Understand key theories and concepts in gamification and serious games.
- Critically analyze the effectiveness of gamification and serious gaming strategies in various contexts (e.g. health, education, economics).
- Design a serious game or a gamified system.

Prerequisites

Organization

The course contain four discussion seminars, student presentations, and
a project assignment.

Content

Gamification
Serious games

Literature

Backlund, P., Engström, H., Marklund, B. B., & Toftedahl, M. (2017). Developing games for non-leisure contexts: Identification of challenges and research gaps. 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)

Braad, E., Žavcer, G., & Sandovar, A. (2016). Processes and models for serious game design and development. In Entertainment computing and serious games (pp. 92-118). Springer.

Deterding, S. (2011). Situated motivational affordances of game elements: A conceptual model. Gamification: Using game design elements in non-gaming contexts, a workshop at CHI,

Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: defining "gamification". Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments,

Eppmann, R., Bekk, M., & Klein, K. (2018). Gameful experience in gamification: Construction and validation of a gameful experience scale [GAMEX]. Journal of interactive marketing, 43, 98-115.

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work?--a literature review of empirical studies on gamification. 2014 47th Hawaii international conference on system sciences,

Huotari, K., & Hamari, J. (2012). Defining gamification: a service marketing perspective. Proceeding of the 16th international academic MindTrek conference,

Mildner, P., & Floyd’Mueller, F. (2016). Design of serious games. In Serious games (pp. 57-82). Springer.

Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game? Understanding the principles of gamification.
Business horizons, 58(4), 411-420.

Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and emotion, 30(4), 344-360.

Susi, T., Johannesson, M., & Backlund, P. (2007). Serious games: An overview.

Lectures

2 april 15:15-17:00
23 april 15:15-17:00
23 maj 13:15-15:00

Examination

To successfully complete this course, students must:

-Actively participate in seminars, demonstrating engagement and contribution to discussions.
-Prepare thoroughly for each seminar by reviewing the assigned reading materials and submitting a thoughtful reflection on the content prior to the session.
-Design a gamified solution or serious game, accompanied by a comprehensive evaluation plan. Additionally, students must compose a reflection on the anticipated impact of their design and provide a constructive critique of a fellow participant’s work.

Examiner

Aseel Berglund

Credits

3 ECTS

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