Designing Gamified Systems (MA) @ EELISA
Register now via StudOn until 08. October 2021!
Driven by the rising popularity of digital 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 refers to the use of design principles and features from games in the design of information systems, processes, and services.
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.
- 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.
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.
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.
The sessions are accompanied by tutorials, where students can learn the basics of developing games in Unity3D, as well as discuss current challenges in the implementation of their projects.
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.
Prof. Dr. Benedikt Morschheuser
Alexander Satanowsky – Head of in-Car Gaming – Mercedes-Benz AG
Georgina Guillén-Hanson – Researcher on Gamifying Sustainable Consumption – Gamification Group
Dr. Michael Reinhardt & Nicolas Butterwegge – OpenIT Studio – Siemens Healthineers
Lecture + Capstone Project, 4 SWS, ECTS-Credits: 5
Thursday, 13:15-16:30 , Zoom-Meeting
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Master Wirtschaftsingenieurwesen (Elective)
Master Elektrotechnik-Elektronik-Informationstechnik (Elective)
Master Information and Communication Technology (Elective)
EELISA students please contact: firstname.lastname@example.org
30. August 2021, 14:00 – 08. October 2021, 12:00 via StudOn.
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