TIE-40306 Gamification: A Walkthrough of How Games Are Shaping Our Lives, 5 cr

Additional information

Suitable for postgraduate studies.

Person responsible

Juho Hamari, Jonna Koivisto

Lessons

Implementation Period Person responsible Requirements
TIE-40306 2019-01 3 - 4 Mila Bujic
Juho Hamari
Mattia Thibault
Attending course lectures is optional, but attendance is worth 3 points.

Compulsory:
- Weekly lecture diaries
- Weekly peer reviewing of lecture diaries
- Final group essay
- Presentation and peer review on one of the seminar days


**Schedule**

Lectures:
From 20.1.2020 until 21.2.2020.
Mondays and Fridays, 10:00 - 12:00.

Mondays in Pinni B4113, Fridays in B1096.


Seminar:
9.3.2020; 12.3.2020; 13.3.2020.
Time: 10:00 - 17:00

Learning Outcomes

The course gives a broad overview of how games and game-related technologies shape our lives. The course enables the student to understand and analyze the pervasiveness of games and game-related technologies in different domains of culture and society, how they affect and shape our behaviors and interactions with the world. After completing the course, the students has an overview of e.g. the following topics: - Relevant terminology and background of gamification - Theoretical background, e.g. psychological and behavior change related aspects of gamification - Design aspects related to gamification - Topical areas of - Virtual and game economies - eSports and other forms of games as work - Gamification of media - AR and VR technologies - Gamification of health - Gamification of education

Correspondence of content

There is no equivalence with any other courses

Updated by: Koivisto Jonna, 16.08.2019