Beruflich Dokumente
Kultur Dokumente
Jan Broer
Reading
none
26.10.
Whats in a game?
Juul 2003
02.11.
Gamification
09.11.
Motivation
16.11.
Player types
Bartle 1996
23.11.
Flow
30.11.
Hamari 2014
07.12.
Critique of gamification
Bogost 2014
14.12.
Landers 2015
21.12.
Analyzing games
11.01.
18.01.
Dickey 2011
25.01.
01.02.
none
Course Details:
Digital Media:
M-MA-2
M-MI
B-MA-2
Jan Broer
Credit Requirements:
Session Preparation:
Each student is expected to read the required reading (all papers are available on Stud.ip)
for each session and to briefly answer the following questions through DoIT! on Stud.ip.
What is the research question/topic discussed in the paper?
Which method(s) were used in the paper?
What is the main message of the paper?
What was most interesting about the paper? Why?
What was most surprising about the paper? Why?
How useful is the paper? Why?
How does the paper relate to other topics discussed previously?
What didnt you like about the paper? Why?
Jan Broer
Session Review
Each student is required to submit a session review on Stud.ip by Monday 23:59 after the
session. Each student is required to submit a combined document, synthesizing all
individual session reviews and providing an overarching conclusion at the end of the
course (February 28th).
Session reviews can include:
Lessons learned
Connection between topics
Critical discussion
Open questions
Session Structure:
15 min
30 - 45 min
15 min
15-30 min
Student presentations may summarize the sessions paper, but should not focus on
repeating what is written there. Rather, the paper (that everybody has already read!)
should provide a starting point for you to expand upon the topic. This expansion must
include your own research, using at least 3 high quality references.
Jan Broer
References [112]
1. Juul, J.: The Game, the Player, the World: Looking for a Heart of Gamesness. In: Level Up:
Digital Games Research Conference Proceedings. pp. 3045. Utrecht University,
Utrecht (2003).
2. Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to
gamefulness: defining gamification. In: MindTrek 11 Proceedings. pp. 915. ACM, New
York, NY, USA (2011).
3. Ryan, R.M., Deci, E.L.: Intrinsic and Extrinsic Motivations: Classic Definitions and New
Directions. Contemp. Educ. Psychol. 25, 5467 (2000).
4. Bartle, R.: Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs,
http://www.mud.co.uk/richard/hcds.htm.
5. Cowley, B., Charles, D., Black, M., Hickey, R.: Toward an Understanding of Flow in Video
Games. Comput Entertain. 6, 20:120:27 (2008).
6. Hamari, J.: Transforming homo economicus into homo ludens: A field experiment on
gamification in a utilitarian peer-to-peer trading service. Electron. Commer. Res. Appl.
12, 236245 (2013).
7. Landers, R.N.: Developing a Theory of Gamified Learning Linking Serious Games and
Gamification of Learning. Simul. Gaming. 45, 752768 (2014).
8. Consalvo, M., Dutton, N.: Game analysis: Developing a methodological toolkit for the
qualitative study of games. Game Stud. 6, (2006).
9. Dickey, M.D.: Murder on Grimm Isle: The impact of game narrative design in an
educational game-based learning environment. Br. J. Educ. Technol. 42, 456469
(2011).
10. Munson, S.A., Poole, E., Perry, D.B., Peyton, T.: Gamification and Health. In: Walz, S.P. and
Deterding, S. (eds.) The Gameful World. Approaches, Issues, Applications. pp. 597623.
MIT Press, Cambridge, Mass. (2014).
11. Bogost, I.: Why Gamification is Bullshit. In: Walz, Steffen P. and Deterding, Sebastian
(eds.) The Gameful World: Approaches, Issues, Applications. pp. 6579. MIT Press,
Cambridge, Mass. (2014).
12. Cheung, G., Huang, J.: Starcraft from the Stands: Understanding the Game Spectator. In:
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. pp.
763772. ACM, New York, NY, USA (2011).