Digital Games in Everyday, Physical Space

2018/2019

Content, progress and pedagogy of the module

The course content includes investigating how games and game mechanics are integrated in the context of everyday life (physical) contexts. Based on theory on game strategies for retention, motivation and meaning making gamification is analyzed and discussed. Digital games in everyday physical contexts includes location-based games, crowdsourcing games, games in art, games in learning, games and health, games in design processes and as part of a self-monitoring trend. The main goal is that the student is able to identify and analyze gamification across contexts in a communication perspective in order to use this perspective as an analytical strategy in developing designs which aim at different types of organizations, enterprises and institutions.

Learning objectives

Knowledge

Upon successful completion of this course, students should be able to:

Knowledge

  • Students understand the relationship between games and motivation, and the framing of games and play in relation to the everyday context, such as ambiguity as a design category
  • Students have the ability for understanding game mechanisms as part of a system, and analytical approaches to design a behavior
  • Students understand the relationship between body, place, space and digital technologies in the context of gamification and self-monitoring

Skills

Upon successful completion of this course, students should be able to:

Skills

  • Students learn to use of game mechanics in the production and use of diverse games for communication and learning
  • Students learn to use of ICT in analysis and reflection processes of games in everyday spaces
  • Students are able to to identify, analyze and evaluate issues related to the use of game mechanics in different environments.

Competences

Competences

  • Students are able to independently initiate, implement, manage and develop tasks in ICT and communications, including creating the experience of techniques and methods in the specific theme.
  • Students are able to actively participate in collaborative processes around the theme.

Exam

Exams

Name of examGamification: Digitale spil i hverdagens fysiske rum
Type of exam
Written exam
The examination is a three day take-home assignment on a set topic.
ECTS5
Permitted aids
All written and all electronic aids
AssessmentPassed/Not Passed
Type of gradingInternal examination
Criteria of assessmentThe assignment paper must demonstrate that the student fulfils the objectives for the
module stated above.
Alternatively, the examination may be completed by satisfactory and active participation
in the module, ie. completion of all set course tasks.

Facts about the module

Danish titleGamification: Digitale spil i hverdagens fysiske rum
Module codeKAVALG201730
Module typeCourse
Duration1 semester
SemesterAutumn and Spring
ECTS5
Language of instructionEnglish
Location of the lectureCampus Aalborg
Responsible for the module

Organisation

Study BoardStudy Board of Communication and Digital Media
DepartmentDepartment of Communication and Psychology
FacultyThe Faculty of Humanities