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Gamification of Information and Application Systems

Use of game mechanics for the design of engaging information and application systems

Course only in German

Hours per Week:


Credit Points:



Introduction to information systems, software engineering

Type of Course:

Lecture with practical sessions and presentation

Frequency (WS/SS):


Work Load:

150 Total hours:
65 contact hours,
85 hours for review of course materials and preparation of presentation

Study Programme Goals:

The identification and description of motivating game mechanics as generic design patterns contributes to abstraction and analysis capabilities.The application of the gamification patterns allows the design of innovative application concepts and systems that aim for user engagement and motivation.

Course Goals:

Identifying and describing motivating game mechanics and gaining the ability to critize and to select them in order to design motivating information and application systems in non-game environments.

Key Qualifications:

  • Analytical skills and ability to abstract through the identification and description of motivating game mechanics as generic design patterns
  • Social skills through the analysis of motivational incentive mechanisms and their effects on different types of players

Course Contents:

Theoretical foundations
  • Psychological theories concerning the effects of motivational incentive systems
  • Gamification frameworks for different forms of games, game elements and types of players
Gamification patterns:
  • Identification and description of motivating game mechanics as generic design patterns
  • Process model for the use of design patterns for the design of engaging information and application systems
Practical sessions and presentation:
  • Critical analysis of gamified information and application systems in different domains
  • Designing your own gamified information or application system using different gamification patterns


Burke, B.: Gamify. How Gamification motivates people to do extraordinary things, Brookline (Bibliomotion) 2014.
Cooper, A.; Reimann, R.; Cronin, D.: About Face. Interface und Interaction Design, Heidelberg (mitp) 2010.
Dignan, A.: Game Frame. Using Games as a Strategy for Success, New York (Free Press) 2011.
Hugos, M.: Enterprise Games. Using Game Mechanics to Build a Better Business, Chigaco (Center for Systems Innovations) 2012.
Huizinga, J.: Homo Ludens. Vom Ursprung der Kultur im Spiel, Reinbek (Rowohlt) 1987.
Janaki, K.; Herger, M.: Gamification at Work. Designing Engaging Business Software, o.O. (Interaction Design Foundation) 2013.
Kapp, K. M.: The Gamification of Learning and Instruction. Game-Based Methods and Strategies for Training and Education, San Francisco (Wiley) 2012.
Kapp, K. M.; The Gamification of Learning and Instruction Fieldbook. Ideas into Practice, San Francisco (Wiley) 2014.
McGonigal, J.: Besser als die Wirklichkeit. Warum wir von Computerspielen profitieren und wie sie die Welt verändern, München (Heyne) 2012.
Reeves, B.; Read, J. L.: Total Engagement. Using Games and Virtual Worlds to Change the Way People Work and Businesses Compete, Boston (Harvard Business Press) 2009.
Wendel, S.: Designing for Behavioural Change. Applying Psychology and Behavioural Economics, Sebastopol (O'Reilly) 2014.
Werbach, K.; Hunter, D.: For the Win. How Game Thinking can revolutionize your Business, Philadelphia (Wharton) 2012.
Zichermann, G.; Linder, J.: The Gamification Revolution. How leaders leverage game mechanics to crush the competition, New York (McGraw Hill) 2012.


The course is divided into two parts. Part one takes place in the first half of the semester and consists of a lecture to introduce the theoretical and methodical basics of gamification. The second part is a practical four day block course which will take place at the end of the semester. During the four days we will cooperate with the German Games Archive in Nuremberg and the University of Bamberg, especially with the Department of General Psychology and Methodology. Together with students of the master study program in psychology we will extract game patterns from German board games and will try to use them for the design of a motivational gamification concept for a company within the Nuremberg metropolitan area.


Project work (1 person day) and presentation (20 minutes). The final score is the result of a weighting of the two scores: project work (2/3) and presentation (1/3).


Prof. Dr. Voit

TH Nürnberg
Fakultät Informatik

Root- Zertifikat

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