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040043 KU eServices (MA) (2020S)

Games, Gamification and Gaming Industry

4.00 ECTS (2.00 SWS), SPL 4 - Wirtschaftswissenschaften
Continuous assessment of course work



max. 25 participants
Language: German, English


Classes (iCal) - next class is marked with N

Bring your own laptop/tablet.

Wednesday 01.07. 14:00 - 18:00 Seminarraum 5 Oskar-Morgenstern-Platz 1 1.Stock
Thursday 02.07. 14:00 - 18:00 Seminarraum 5 Oskar-Morgenstern-Platz 1 1.Stock
Friday 03.07. 14:00 - 18:00 Seminarraum 5 Oskar-Morgenstern-Platz 1 1.Stock
Monday 06.07. 14:00 - 18:00 Seminarraum 5 Oskar-Morgenstern-Platz 1 1.Stock
Tuesday 07.07. 14:00 - 18:00 Seminarraum 5 Oskar-Morgenstern-Platz 1 1.Stock
Wednesday 08.07. 14:00 - 18:00 Seminarraum 5 Oskar-Morgenstern-Platz 1 1.Stock
Friday 24.07. 09:45 - 13:00 Digital


Aims, contents and method of the course

Course content:
1. Games
- business models
- impact of video games on audiences including, but not limited to, questions of effects
- the social and cultural implications of video games and their representations
2. Gamification
- introducing and comparing scholarly analysis of gamification
- illustrating relevant case-studies and best practices of gamified strategies from business organizations/non-profits/media outlets/political parties/governments
- common patterns in the development of gamification strategies from various actors
- highlighting the benefits for participation and democracy arising from the increased use of gamification strategies
- discussing the issues of gamification and the problems arising from its increased use

3. Gaming Industry
- current industry trends and labor issues
- e-sports
- implications of video games as cultural commodities and as emerging technologies
- the rise of independent studios
- gaming and globalization

- theoretical background
- case analysis
- group problem solving
- analysis of relevant materials (movies, podcasts, pictures, gamified applications, games etc.)
- discussion

Assessment and permitted materials

Assessment is based on course work (40%), a small case study (30%), one short multiple choice test (20%) , and active in-class participation (10%).

Minimum requirements and assessment criteria

To pass the course, a minimum of 50% is required.
90-100: 1
75-89: 2
60-74-: 3
50-59: 4
less than 50: 5

Examination topics

Basic knowledge in business models, business opportunities, potential and impact of gaming.

Reading list

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/10.1145/3366030.3366082

Kerr, 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.

Association in the course directory

Last modified: Mo 05.10.2020 10:08