Gamification is the application of digital game design techniques to non-game problems, such as business and social impact challenges. Video games are the dominant entertainment form of our time because they are powerful tools for motivating behavior. Effective games leverage both psychology and technology, in ways that can be applied outside the immersive environments of games themselves.
Gamification as a business practice has exploded over the past two years. Organizations are applying it in areas such as marketing, human resources, productivity enhancement, sustainability, training, health and wellness, innovation, and customer engagement. Game thinking means more than just dropping in badges and leaderboards; it requires a thoughtful understanding of motivation and design techniques. This course examines the mechanisms of gamification and provides an understanding of its effective use.
The FREE Gamification course is divided into 12 units, covering two of them each week:
- What is Gamification?
- Game Thinking
- Game Elements
- Psychology and Motivation (I)
- Psychology and Motivation (II)
- Gamification Design Framework
- Design Choices
- Enterprise Gamification
- Social Good and Behavior Change
- Critiques and Risks
- Beyond the Basics
The course is designed to be self-contained. For those seeking additional background material, the version of the syllabus on the course website will link to suggested resources keyed to the course units. Professor Werbach’s book, For the Win, which goes into greater detail on the topics of the course, was published in November 2012 by Wharton Digital Press. It is available in ebook and paperback formats worldwide. The class will consist of video lectures, which are between 7 and 12 minutes in length. Many of them contain integrated quiz questions. Two units of lectures will be posted each week; you can watch them any time after that. There are also standalone multiple-choice homework assignments for most weeks of the course (5-10 questions per week), and three short peer-graded written assignments involving realistic gamification scenarios. The course ends with a multiple-choice final exam.
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