Games and GamingLaajuus (5 cr)
Code: 4A00DL25
Objective
The student is able to
- recognise the history of digital and non-digital games
- recognise phenomena of digital games and gaming and to assess the relation of digital games to technology and other media culture
- perceive concepts related to the content-based interpretation and understanding of games and to utilise methods of gamification in the development of different services
- assess digital and non-digital games from the perspective of its own professional point of view and to take account of the opportunities of gamification from the perspective of its own professional point of view
Content
- history and contexts of digital playing
- gamification of the activitities of services and users
- game literacy
- games as library material
Qualifications
No previous studies required
Assessment criteria, satisfactory (1)
The student recognizes the importance of games as a cultural phenomenonand and masters the basics of game literacy and the basic principles of gamification.
Assessment criteria, good (3)
The student has a good knowledge of game literacy and is able to apply it from the perspective of media literacy. The student recognizes well the evolutionary trends of the history of gaming and is capable of working with gamification alone and in a group.
Assessment criteria, excellent (5)
The student has an excellent knowledge of the history of gaming and they can innovate and apply the idea of gamification alone and in a group. The student can also concretely and theoretically apply and consider game literacy as part of media literacy.