Universität Wien

040117 VK eBusiness and eServices (2021S)

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

Registration/Deregistration

Note: The time of your registration within the registration period has no effect on the allocation of places (no first come, first served).

Details

max. 50 participants
Language: German, English

Lecturers

Classes (iCal) - next class is marked with N

  • Tuesday 02.03. 16:45 - 18:15 Digital
  • Tuesday 09.03. 16:45 - 18:15 Digital
  • Tuesday 16.03. 16:45 - 18:15 Digital
  • Tuesday 23.03. 16:45 - 18:15 Digital
  • Tuesday 13.04. 16:45 - 18:15 Digital
  • Tuesday 20.04. 16:45 - 18:15 Digital
  • Tuesday 27.04. 16:45 - 18:15 Digital
  • Tuesday 04.05. 16:45 - 18:15 Digital
  • Tuesday 11.05. 16:45 - 18:15 Digital
  • Tuesday 18.05. 16:45 - 18:15 Digital
  • Tuesday 01.06. 16:45 - 18:15 Digital
  • Tuesday 08.06. 16:45 - 18:15 Digital
  • Tuesday 15.06. 16:45 - 18:15 Digital
  • Tuesday 22.06. 16:45 - 18:15 Digital
  • Tuesday 29.06. 16:45 - 18:15 Digital

Information

Aims, contents and method of the course

Course content:
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, prosumption

2. Gamification
- mHealth
- education
- energy consumption
- mobility

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.
Grading:
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: Fr 12.05.2023 00:12