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Games and GamingLaajuus (5 cr)

Code: KD18CNAA03

Objective

The student is able to
- recognise the history of 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 games from the perspective of library services and to take account of the opportunities of gamification in library work and collection policies

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)

1-2
The student understands the importance of games as library material and masters the basics of game literacy and the basic principles of gamification.

Assessment criteria, good (3)

3-4
The student has a good knowledge of game literacy and is able to apply it to library work from the perspective of media literacy. The student knows 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)

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.

Materials

To be announced at the beginning of the course

Enrollment

13.11.2023 - 08.01.2024

Timing

08.01.2024 - 25.02.2024

Credits

5 op

Teaching languages
  • Finnish
Degree programmes
  • Bachelor of Business Administration, Library and Information Services
Teachers
  • Toni Annala
Student groups
  • KUTU20
  • KUTU23
    Bachelor of Culture and Arts, Cultural Management
  • KITI22
  • KUTU22
  • KITI21

Objective

The student is able to
- recognise the history of 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 games from the perspective of library services and to take account of the opportunities of gamification in library work and collection policies

Content

- history and contexts of digital playing
- gamification of the activitities of services and users
- game literacy
- games as library material

Evaluation scale

1-5

Assessment criteria, satisfactory (1)

1-2
The student understands the importance of games as library material and masters the basics of game literacy and the basic principles of gamification.

Assessment criteria, good (3)

3-4
The student has a good knowledge of game literacy and is able to apply it to library work from the perspective of media literacy. The student knows 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)

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.

Qualifications

No previous studies required

Enrollment

14.11.2022 - 09.01.2023

Timing

09.01.2023 - 24.02.2023

Credits

5 op

Teaching languages
  • Finnish
Degree programmes
  • Bachelor of Business Administration, Library and Information Services
Teachers
  • Juhani Haarala
Student groups
  • KITI21
  • KUTU22
  • KUTU21
  • KUTU19
  • KITI20

Objective

The student is able to
- recognise the history of 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 games from the perspective of library services and to take account of the opportunities of gamification in library work and collection policies

Content

- history and contexts of digital playing
- gamification of the activitities of services and users
- game literacy
- games as library material

Evaluation scale

1-5

Assessment criteria, satisfactory (1)

1-2
The student understands the importance of games as library material and masters the basics of game literacy and the basic principles of gamification.

Assessment criteria, good (3)

3-4
The student has a good knowledge of game literacy and is able to apply it to library work from the perspective of media literacy. The student knows 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)

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.

Qualifications

No previous studies required