Gamification and Serious Games in Research and Practice2025VT
|
|
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
Comments
Page responsible: Anne Moe