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deadline(s)


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        [X]:2 -- online presence / portfolio(s)
        [U]:3 -- project utopia
        [M]:4 -- mood space(s)
        [C]:5 -- concept(s)
        [E]:6 -- essay(s)
        [T]:7 -- (target) final project(s)
        [P]:7 -- peer review(s)
  

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session 1: introduction(s) -- the team & finding (y)our topic(s)


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speak(s) /

resource(s)


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session 2: theoretical background(s) -- narrative(s) & human(s)


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... / theory / resource(s)


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session 3: miscellaneous -- pitch, design(s) & gamification(s) ?


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speak(s) /

resource(s)


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session 4: game design workshop -- express (y)our idea(s) ?


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speak(s) /

resource(s)


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session 5: student presentation(s) -- concept(s) & plan(s)


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speak(s) /

resource(s)


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session 6: reflection(s) -- scientific and ethical aspects of serious games


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speak(s) /

project(s) / ethic(s) / discussion(s) / resource(s)


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session 7: final presentation(s) -- concept(s) / prototype(s)


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speak(s) /

project(s) / resource(s)


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additional reference(s) -- article(s) / classic(s) / book(s) / auxiliary / note(s) / resource(s)


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[Networks] Barabasi A-L. A-L., Deszo Z., Ravasz E., Yook S-H., Oltvai A. (2002),
Scale-free and hierarchical structures in complex networks, Proc. Complex Networks 2002
[Evolution] Barash D.P. (2003),
The Survival Game: How Game Theory Explains the Biology of Cooperation and Competition, Henry Holt books
[Persuasive] Bogost I. (2007),
Persuasive Games -- the expressive power of videogames, MIT Press

[Networks] Easley D. & Kleinberg (2010),
Networks, Crowds and Markets -- Reasoning about a Highly Connected World , Cambridge Press
[Critical] Flanagan M. (2009),
Critical Play -- Radical Game Design, MIT Press
[Ludology] Jarvinen A. (2007),
Introducing Applied Ludology: Hands-on Methods for Game Studies, Situated Play, Proceedings of DiGRA 2007 Conference
[Complex] Juarrero A. (200x),
Complex Dynamical Systems Theory, www.cognitive-edge.com

[Casual] Juul J. (2010),
A Casual Revolution -- reinventing video games and their players, MIT Press
[Viral] Kempe D., Kleinberg J. & Tardos E. (2003),
Maximizing the Spread of Influence through a Social Network, Proc. SIGKDD 2003 Washington, DC, USA (ACM)
[Crisis] Levine R., Schelling T, Jones W. (1991),
Crisis Games 27 Years Later: plus c'est dejavu, RAND Corporation
[Behavioral] Mark D. (2009),
Behavioral Mathematics for Game AI, Charles River Media

[Theory] Spaniel D. (200x),
Game Theory 101: The Basics & Extensive Form, online at gametheory101.com / with video tutorials at www.youtube.com/user/JimBobJenkins
[Love] Sprott J.C (2004),
Dynamical Models of Love, Nonlinear Dynamics, Psychology, and Life Sciences, Vol. 8, No. 3
[Happiness] Sprott J.C (2005),
Dynamical Models of Happiness, Nonlinear Dynamics, Psychology, and Life Sciences, Vol. 9,No. 1

[Serious] Susi T., Johannesson M., Backlund P. (2007),
Serious Games -- An Overview, Technical Report HS- IKI -TR-07-001 School of Humanities and Informatics University of Skövde, Sweden

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type(s) of final assignment(s)/project(s)


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remark(s)

Since the group is expected to be highly heterogenous, the final project(s)/assignment(s) allow(s) for a sufficiently wide range of options. In most cases, the final projects will be done in groups. In the course we will pay special attention both to the formation of the groups as well as the communication dynamics within groups, and the facilitation thereof by technological means, e.g. collaborative authoring tools and social networks.

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