Index

Exergames (MA)

CC photo Onur Binay on Unsplash https://unsplash.com/photos/j2LfEwqVnos

The course deals with the theory, design, and development of exergames. In the course, students will be provided with theoretical game-design and gamification foundations and work in small groups to realize working exergame prototypes.

Sample topics of the theoretical discussions may include:

– Cyber Rehabilitation

– Gamification

– Game Design

Exemplary project themes could be:

– Location-based exergames that combine AR technologies with, sports and POIs in real world

– Designing exergames for patients with Mild Cognitive Impairment

– Designing gamified nature-based therapy approaches

– VR supported rehabilitation procedures for patients with motor impairments

The course is designed in an interactive format. Based on initial discussions, students research, design, develop, and evaluate solutions in the form of projects and studies in small groups following user-centered design and agile software engineering principles. Intermediate presentations of the project group members take place at regular intervals.

By participating in the module, students

  • can explain the application of Serious Games and Exergames in the context of health.
  • are able to understand the technical and theoretical foundations of interdisciplinary interfaces between games and health.
  • are able to apply this basic knowledge to conceptualize methodical solutions and empirical studies with various tools.
  • are able to interpret empirical findings from the literature in this field.
  • they are able to apply game technologies for use cases in health, create applications, and collect empirical data based on learned methods.
  • can implement software development projects in practice-oriented contexts.
  • can apply fundamental project management principles, organize themselves in groups, work toward specific goals and consider relevant stakeholder needs.

Course details

Lecture + Open Lab Sessions, 4 SWS, ECTS-Credits: 5

Dates

Thursday, 10:15-11:45 , Zoom-Meeting

Module compatibility

Master International Information Systems (from 2018/19): Module in the section Information Systems – Architectures & Development (Elective)

Master International Information Systems (from 2016/17): Module in the section Information Systems – Extension Courses (Elective)

Master Medical Engineering (Medizintechnik)

Master Computer Science (Informatik)

ECTS

Credits: 5

Registration

01. September 2021 – 08. October 2021, 12:00 via StudOn.

Additional information

More details on course updates, materials, technical requirements, and other information will be announced in StudOn.

 

Designing Gamified Systems (MA) @ EELISA

Register now via StudOn until 08. October 2021!

Leaderboard

CC photo by Element5 Digital on Unsplash https://unsplash.com/photos/LTyDj7u_TU4

Driven by the rising popularity of (video) games, technology, business, and society are increasingly influenced and penetrated by games and trends of the gaming industry. One of the probably most important phenomena of this multi-faceted development is “gamification”, which addresses the use of design principles and features from games in information systems, process or service design.

Gamification’s popularity stems from the notion that games are a pinnacle form of hedonic information systems and thus are particularly effective in invoking intrinsic motivation and experiences such as autonomy, mastery, flow, immersion, relatedness and overall enjoyment. Across industries, marketers, designers and developers are thus using gamification as a design approach when engineering digital products and services with the purpose of inducing gameful experiences, influencing human motivation and even change behavior in various contexts.

This course

  • teaches the key concepts, design patterns, and approaches of motivational, hedonic (i.e. games and video games), social and gamified information systems.
  • offers deep insights into advanced concepts and theoretical foundations of game design, motivational psychology, and information system design.
  • introduces methods and frameworks for designing gamified systems and managing gamification projects.
  • discusses latest research findings and the potential impact of gamification on society, economy and everyday life.

Course Overview

Capstone Project

The course is complemented with a practical design project, where students in a team select and apply design methods & techniques in order to create a prototype of a gamified / hedonic information system. Within this project, the students can apply knowledge and skills acquired in this lecture and their studies in a challenging context. The results are presented towards peers and/or experts from research and/or industry.

EELISA

In the winter semester, this course is offered as part of the European Engineering Learning Innovation and Science Alliance (EELISA – https://eelisa.eu). Thus, we have reserved seats for EELISA students. The EELISA cooperation will give the lecture an even more international setting and allow FAU students to collaborate in their projects with interdisciplinary students from all over Europe. Further, the course will have an adapted scope, focussing on engineering and the gamification of fields, such as mobility, production, cities, logistics, and technologies.

Learning Objectives and Skills

The students gain knowledge in understanding the underlying design principles of gamified and hedonic information systems and can analyze and discuss such systems. The students learn state-of-the-art methods, techniques, and tools for successfully conducting gamification projects and can select and apply them. The students can train their creativity, their prototyping skills as well as improve their collaboration and presentation skills.

Prerequisites

Profound English skills are required. Further, creativity, experience in software design, user experience, prototyping, and software engineering are helpful. All participating students should be motivated to work in an international and interdisciplinary group on a challenging topic.

Lecturers

Prof. Dr. Benedikt Morschheuser

Guest lecturers:
Alexander Satanowsky – Head of in-Car Gaming – Mercedes-Benz AG
Georgina Guillén-Hanson – Researcher on Gamifying Sustainable Consumption – Gamification Group

Course details

Lecture + Capstone Project, 4 SWS, ECTS-Credits: 5

Dates

Thursday, 13:15-16:30 , Zoom-Meeting

Module compatibility

Master International Information Systems (from 2018/19): Module in the section Information Systems – Architectures & Development (Elective)

Master International Information Systems (from 2016/17): Module in the section Information Systems – Extension Courses (Elective)

Master Wirtschaftsingenieurwesen (Elective)

Master Elektrotechnik-Elektronik-Informationstechnik (Elective)

Master Information and Communication Technology (Elective)

EELISA students please contact: eelisa@fau.de

ECTS

Credits: 5

Registration

30. August 2021, 14:00 – 08. October 2021, 12:00 via StudOn.

Additional information

More details on course updates, materials, technical requirements, and other information will be announced in StudOn.

Keywords: Gamification, Interactive Information Systems, HCI, Customer Engagement, Social Computing, Hedonic Systems, Games

Designing Gamified Systems (MA)

Register now via StudOn until 14. April 2021!

Leaderboard

CC photo by Element5 Digital on Unsplash https://unsplash.com/photos/LTyDj7u_TU4

Driven by the rising popularity of (video) games, technology, business and society are increasingly influenced and penetrated by games and trends of the gaming industry. One of the probably most important phenomena of this multi-faceted development is “gamification”, which addresses the use of design principles and features from games in information systems, process or service design.

Gamification’s popularity stems from the notion that games are a pinnacle form of hedonic information systems and thus are particularly effective in invoking intrinsic motivation and experiences such as autonomy, mastery, flow, immersion, relatedness and overall enjoyment. Across industries, marketers, designers and developers are thus using gamification as a design approach when engineering digital products and services with the purpose of inducing gameful experiences, influencing human motivation and even change behavior in various contexts.

This course

  • teaches the key concepts, design patterns, and approaches of motivational, hedonic (i.e. games and video games), social and gamified information systems.
  • offers deep insights into advanced concepts and theoretical foundations of game design, motivational psychology, and information system design.
  • introduces methods and frameworks for designing gamified systems and managing gamification projects.
  • discusses latest research findings and the potential impact of gamification on society, economy and everyday life.

Capstone Project

The course is complemented with a practical project, where students in a team select and apply design methods & techniques in order to create a prototype of a gamified / hedonic information system. Within this project the students can apply knowledge and skills acquired in this lecture and their studies in a challenging context. The results are presented towards peers and/or experts from research and/or industry.

Lecturers

Prof. Dr. Benedikt Morschheuser

Guest lecturers:
Alexander Satanowsky – Head of in-Car Gaming – Mercedes-Benz AG
Georgina Guillén-Hanson – Researcher on Gamifying Sustainable Consumption – Gamification Group

Course details

Lecture + Capstone Project, 4 SWS, ECTS-Credits: 5

Dates

Thursday, 13:15-16:30 , Zoom-Meeting

Module compatibility

WF IIS-MA 1 (ECTS-Credits: 5)
WF IIS-MA 2 (ECTS-Credits: 5)
WF IIS-MA 3 (ECTS-Credits: 5)
WF IIS-MA 4 (ECTS-Credits: 5)
WF WING-MA ab 1 (ECTS-Credits: 5)
WF ICT-MA ab 1 (ECTS-Credits: 5)
WF EEI-MA ab 1 (ECTS-Credits: 5)

ECTS

Credits: 5

Registration

07. February 2021, 14:00 – 14. April 2021, 12:00 via StudOn.

Additional information

More details on course updates, materials, technical requirements, and other information will be announced in StudOn.

Keywords: Gamification, Interactive Information Systems, HCI, Customer Engagement, Social Computing, Hedonic Systems, Games