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CP1805 - Games for Business and Gamification

Credit points: 3
Year: 2015
Student Contribution Band: Band 2
Administered by: College of Business, Law & Governance

Students are introduced to the concepts and techniques of using 'serious games' and 'gamification' to achieve business goals in areas such as marketing, human resources management, productivity enhancement, training, customer engagement, and innovation. Real-world case studies are used to identify effective strategies, techniques and metrics for serious game and gamification to solve business problems. Legal and ethical issues related to serious games and gamification are introduced.

Learning Outcomes

  • explain different types of gamification and applications;
  • apply concepts of motivation and user-based design to gamification;
  • evaluate existing serious games and gamification techniques and applications;
  • apply concepts and techniques of gamification to create games to achieve business goals.
Inadmissible
Subject
Combinations:
CP1405

Availabilities

Townsville, Internal, Study Period 1
Census Date 26-Mar-2015
Coordinator: <Person not found>
Workload expectations:
  • 9 hours tutorials - Additional Tutorials/Workshops/Practicals
  • 50 hours - Combined Lectures; Tutorials/Workshops; Lecturer directed activities.
Assessment: end of semester exam (55%); assignments (30%); practical exercises (15%).

Cairns, Internal, Study Period 1
Census Date 26-Mar-2015
Coordinator: <Person not found>
Workload expectations:
  • 9 hours tutorials - Additional Tutorials/Workshops/Practicals
  • 50 hours - Combined Lectures; Tutorials/Workshops; Lecturer directed activities.
Assessment: end of semester exam (55%); assignments (30%); practical exercises (15%).

JCU Singapore, Internal, Study Period 52
Census Date 30-Jul-2015
Coordinator: <Person not found>
Workload expectations:
  • 9 hours tutorials - Additional Tutorials/Workshops/Practicals
  • 50 hours - Combined Lectures; Tutorials/Workshops; Lecturer directed activities.
Assessment: end of semester exam (55%); assignments (30%); practical exercises (15%).

Note: Minor variations might occur due to the continuous Subject quality improvement process, and in case of minor variation(s) in assessment details, the Subject Outline represents the latest official information.