040117 VK eBusiness and eServices (2021S)
Prüfungsimmanente Lehrveranstaltung
Labels
DIGITAL
An/Abmeldung
Hinweis: Ihr Anmeldezeitpunkt innerhalb der Frist hat keine Auswirkungen auf die Platzvergabe (kein "first come, first served").
- Anmeldung von Do 11.02.2021 09:00 bis Mo 22.02.2021 12:00
- Abmeldung bis Mi 31.03.2021 23:59
Details
max. 50 Teilnehmer*innen
Sprache: Deutsch, Englisch
Lehrende
Termine (iCal) - nächster Termin ist mit N markiert
- Dienstag 02.03. 16:45 - 18:15 Digital
- Dienstag 09.03. 16:45 - 18:15 Digital
- Dienstag 16.03. 16:45 - 18:15 Digital
- Dienstag 23.03. 16:45 - 18:15 Digital
- Dienstag 13.04. 16:45 - 18:15 Digital
- Dienstag 20.04. 16:45 - 18:15 Digital
- Dienstag 27.04. 16:45 - 18:15 Digital
- Dienstag 04.05. 16:45 - 18:15 Digital
- Dienstag 11.05. 16:45 - 18:15 Digital
- Dienstag 18.05. 16:45 - 18:15 Digital
- Dienstag 01.06. 16:45 - 18:15 Digital
- Dienstag 08.06. 16:45 - 18:15 Digital
- Dienstag 15.06. 16:45 - 18:15 Digital
- Dienstag 22.06. 16:45 - 18:15 Digital
- Dienstag 29.06. 16:45 - 18:15 Digital
Information
Ziele, Inhalte und Methode der Lehrveranstaltung
Art der Leistungskontrolle und erlaubte Hilfsmittel
Assessment is based on course work (40%), a small case study (30%), one short multiple choice test (20%) , and active in-class participation (10%).
Mindestanforderungen und Beurteilungsmaßstab
To pass the course, a minimum of 50% is required.
Grading:
90-100: 1
75-89: 2
60-74-: 3
50-59: 4
less than 50: 5
Grading:
90-100: 1
75-89: 2
60-74-: 3
50-59: 4
less than 50: 5
Prüfungsstoff
Basic knowledge in business models, business opportunities, potential and impact of gaming.
Literatur
Flunger R., Mladenow A., Strauss C. (2019) Game Analytics on Free to Play. In: Younas M., Awan I., Benbernou S. (eds) Big Data Innov. and Applications. Innovate-Data 2019. Comm. in Computer and Information Science, vol 1054. Springer, Cham.Kholodylo, M., & Strauss, C. (2019). What Independent Game Developers Expect from Recommender Systems: A Qualitative Study. Beitrag in International Conference on Information Integration and Web-based Applications & Services , München, Deutschland. https://doi.org/10.1145/3366030.3366082Kerr, A. (2006). The business and culture of digital games: Gamework and gameplay. Sage.Goldberg, H. (2011). “The Future” from All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture. New York: Three Rivers Press.Nakamura, L. (2009). Don't hate the player, hate the game: The racialization of labor in World of Warcraft. Critical Studies in Media Communication, 26(2), 128-144.Martey, R. M., Stromer-Galley, J., Banks, J., Wu, J., & Consalvo, M. (2014). The strategic female: gender-switching and player behavior in online games. Information, Communication & Society, 17(3), 286-300.Molyneux, L., Vasudevan, K., & Gil de Zúñiga, H. (2015). Gaming social capital: Exploring civic value in multiplayer video games. Journal of Computer-Mediated Communication, 20(4), 381-399.Kowert, R., Griffiths, M. D., & Oldmeadow, J. A. (2012). Geek or chic? Emerging stereotypes of online gamers. Bulletin of science, technology & society, 32(6), 471-479.
Zuordnung im Vorlesungsverzeichnis
Letzte Änderung: Fr 12.05.2023 00:12
1. Video games & the gaming industry
- History and development of video games
- Emergence and present state of the gaming industry
- player-centric studies
- eBusiness phenomena: eSports, live streaming, lootboxes
- social phenomena: playbour, prosumption2. Gamification
- mHealth
- education
- energy consumption
- mobility