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Volunteer Mentors for the Community of Gamification Course
Dear learners,
in the video lectures of Gamification course you can see links to books, articles, videos, etc.
The links are not interactive so learners had to type them in the URL bar of their browsers.
For your convenience, volunteer course mentors created this reference document with a
comprehensive list of the links for further information. Any reference mentioned in the
video lectures was included in this list.
If you found this addition to the course materials helpful, please give feedback by upvoting
the post. Otherwise, leave a comment below.We will be glad to make improvements.
We hope that the list is going to be useful.
Happy learning!
1
Contents
Week 1 ·································································································································1
Week 2 ·································································································································3
Week 3 ································································································································ 4
Week 4 ································································································································ 4
Week 5 ································································································································ 5
Week 6 ································································································································ 6
Week 1
Lesson: 1.2 Course Overview
Time of Appearance in Video: 05:54
Reference: Werbach, K., and Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia:
Wharton Digital Press.
URL: http://wdp.wharton.upenn.edu/books/for-the-win/
Lesson: 1.5 History of Gamification
Time of Appearance in Video: 01:46
Reference: Malone, T.W. (1980). What makes things fun to learn? A study of intrinsically motivating computer games. Xerox Palo
Alto Research Center Technical Report No. CIS-7 (SSL-80-11), Palo Alto, California.
Volunteer Mentors for the Community of Gamification Course
2
Lesson: 1.5 History of Gamification
Time of Appearance in Video: 01:46
Reference: Gee, J.P. (2007). What video games have to teach us about learning and literacy. Revised and Updated Edition. New
York [etc.]: Palgrave Macmillan.
Lesson: 1.5 History of Gamification
Time of Appearance in Video: 04:33
Reference: The (short) prehistory of “gamification” [Blog post from August 9, 2011] / Blog by Nick Pelling.
URL: https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/
Lesson: 1.5 History of Gamification
Time of Appearance in Video: 05:58
Reference: Schell, J. (2010). Design Outside the Box [Presentation at D.I.C.E. Summit 2010].
URL: https://www.youtube.com/watch?v=9NzFCfZMBkU
Lesson: 1.5 History of Gamification
Time of Appearance in Video: 08:50
Reference: McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York :
Penguin Press.
Lesson: 1.5 History of Gamification
Time of Appearance in Video: 08:50
Reference: McGonigal, J. (2010). Gaming can make a better world [Talk at TED2010].
URL: https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
Lesson: 1.6 Examples and Categories
Time of Appearance in Video: 12:45
Reference: The Speed Camera Lottery - The Fun Theory [Youtube Video].
URL: https://www.youtube.com/watch?v=iynzHWwJXaA
Lesson: 2.1 Gamification in Context
Time of Appearance in Video: 08:23
Reference: Deterding, S. et al. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. Proceedings of the
15th International Academic MindTrek Conference.
URL: bit.ly/o6aX1U
Lesson: 2.2 What is a Game
Time of Appearance in Video: 03:28
Reference: Suits, B. (2005). The Grasshopper: Games, Life and Utopia. Broadview Press.
Lesson: 2.2 What is a Game
Time of Appearance in Video: 08:00
Reference: Huizinga, J. (1971). Homo Ludens: A Study of the Play-Element in Culture. Beacon Press.
Lesson: 2.3 Games and Play
Time of Appearance in Video: 02:17
Reference: Salen, K., and Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. MIT Press.
Lesson: 2.3 Games and Play
Time of Appearance in Video: 05:27
Reference: Schell, J. (2010). Design Outside the Box [Presentation at D.I.C.E. Summit 2010].
URL: https://www.youtube.com/watch?v=9NzFCfZMBkU
Volunteer Mentors for the Community of Gamification Course
3
Lesson: 2.3 Games and Play
Time of Appearance in Video: 08:29
Reference: Carse, J. P. (2013). Finite and Infinite Games. Free Press.
Lesson: 2.5 Just a Game?
Time of Appearance in Video: 07:54
Reference: Dibbell, J. (2007). Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot. Basic Books; Reprint
edition.
Lesson: 2.6 Ethan Mollick Interview with Prof. Werbach
Time of Appearance in Video: 00:53
Reference: Edery, D., and Mollick, E. (2008). Changing the Game: How Video Games Are Transforming the Future of Business. FT
Press; 1 edition.
Week 2
Lesson: 3.2 Think Like a Game Designer
Time of Appearance in Video: 00:20
Reference: Schell, J. (2008). The Art of Game Design: A Book of Lenses. CRC Press; 1 edition.
Lesson: 3.3 Design Rules
Time of Appearance in Video: 01:57
Reference: Plants vs. Zombies [Game Website].
URL: http://www.addictinggames.com/download-games/plantsvszombies.jsp
Lesson: 3.5 Anatomy of Fun
Time of Appearance in Video: 00:18
Reference: Lazzaro, N. (2008). Why We Play Games: Four Keys to Emotion Without Story, Abstract March 8, 2004.
URL: http://www.xeodesign.com/4k2f/4k2f.jpg [Poster].
URL: http://www.xeodesign.com/xeodesign_whyweplaygames.pdf [White Paper].
Lesson: 3.5 Anatomy of Fun
Time of Appearance in Video: 04:26
Reference: Marc LeBlanc's 8 Kinds of Fun [Website].
URL: http://8kindsoffun.com
Lesson: 3.5 Anatomy of Fun
Time of Appearance in Video: 05:07
Reference: Koster, R. (2013). A Theory of Fun by Game Design. O'Reilly Media; 2 edition.
Lesson: 3.6 Finding the Fun
Time of Appearance in Video: 00:14
Reference: The Fun Theory [Website].
URL: http://www.thefuntheory.com
Lesson: 4.2 The Pyramid of Elements
Time of Appearance in Video: 02:59
Reference: Robin Hunicke, et al. (2004). MDA: A Formal Approach To Game Design and Game Research, Proceedings of the Chal-
lenges in Game AI Workshop, 2004.
URL: http://www.cs.northwestern.edu/~hunicke/pubs/MDA.pdf
Lesson: 4.3 The PBL Triad
Time of Appearance in Video: 08:40
Reference: Mozilla Open Badge Framework [Website].
URL: https://openbadges.org
Volunteer Mentors for the Community of Gamification Course
4
Week 3
Lesson: 5.1 Motivational Design
Time of Appearance in Video: 03:22
Reference: Major League Baseball Badges [Website].
URL: http://mlb.mlb.com/home
Lesson: 5.1 Motivational Design
Time of Appearance in Video: 04:12
Reference: Sons of Steve Garvey [Blog].
URL: http://www.sonsofstevegarvey.com/2012/04/no-badges-in-2012.html
Lesson: 6.3 Intrinsic and Extrinsic Motivation
Time of Appearance in Video: 02:49
Reference: Zichermann, G., and Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mo-
bile Apps. O'Reilly Media; 1 edition.
Lesson: 6.4 How Rewards Can Demotivate
Time of Appearance in Video: 05:57
Reference: Deci, E.L., Koester, R., and Ryan, R.M. (1999). A Meta-Analytic Review of Experiments Examining the Effects of Extrin-
sic Rewards on Intrinsic Motivation. 125 Psychological Bulletin, Vol. 125, No. 6, pp. 627-668.
URL: https://pdfs.semanticscholar.org/3374/fde0f00aa20810beaba27f1fe4bd54529dae.pdf
Lesson: 6.5 Self Determination Theory
Time of Appearance in Video: 12:02
Reference: Pink, D. H. (2011). Drive: The Surprising Truth About What Motivates Us. Riverhead Books.
Lesson: 6.5 Self Determination Theory
Time of Appearance in Video: 12:02
Reference: Rigby, S., and Ryan, R. (2011). Glued to Games: How Video Games Draw Us In and Hold Us Spellbound. Praeger.
Week 4
Lesson: 7.1 The Design Process
Time of Appearance in Video: 08:51
Reference: Werbach, K., and Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia:
Wharton Digital Press.
URL: http://wdp.wharton.upenn.edu/books/for-the-win/
Lesson: 7.5 Fun and Tools
Time of Appearance in Video: 06:04
Reference: Foldit: Solve Puzzles for Science [Website].
URL: https://fold.it/portal/
Lesson: 8.2 Is Gamification Right for Me
Time of Appearance in Video: 03:54
Reference: Stephenson, N. (2012). Reamde: A Novel. William Morrow Paperbacks; Reprint edition.
Lesson: 8.3 Design for Collective Good
Time of Appearance in Video: 00:53
Reference: Coding Horror: Programming and Human factors [Blog].
URL: https://blog.codinghorror.com/the-gamification/
Lesson: 8.4 Designing for Happiness
Time of Appearance in Video: 01:37
Reference: McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin
Books; Reprint edition.
Volunteer Mentors for the Community of Gamification Course
5
Lesson: 8.4 Designing for Happiness
Time of Appearance in Video: 01:37
Reference: Seligman, M. E. P. (2012). Flourish: A Visionary New Understanding of Happiness and Well-being. Atria Books; Reprint
edition.
Lesson: 8.5 Amy Jo Kim Interview
Time of Appearance in Video: 04:39
Reference: Bartle, R. (1996). Hearts, clubs, diamonds, spades: players who suit MUDS.
URL: http://mud.co.uk/richard/hcds.htm
Week 5
Lesson: 9.2 Workplace Motivation
Time of Appearance in Video: 07:05
Reference: Zappos Face Game [Website].
URL: http://www.zappified.com/face/index.html
Lesson: 9.3 The Game vs. The Job
Time of Appearance in Video: 05:21
Reference: Smith, R. (2011). The Future of Work is Play [Presentation].
Lesson: 9.4 Playbor
Time of Appearance in Video: 03:23
Reference: Lopez, S. (2011). Disneyland workers answer to 'electronic whip' [Newspaper article]. October 19, 2011. Los Angeles
Times.
URL: http://articles.latimes.com/2011/oct/19/local/la-me-1019-lopez-disney-20111018
Lesson: 9.5 Daniel Debow Interview
Time of Appearance in Video: 12:13
Reference: Miles, S.A., and Bennett, N. (2010). Your Career Game: How Game Theory Can Help You Achieve Your Professional
Goals. Stanford Business Books; 1 edition.
Lesson: 9.6 Ethan Mollick on Games at Work
Time of Appearance in Video: 01:56
Reference: Burawoy, M. (1982). Manufacturing Consent: Changes in the Labor Process Under Monopoly Capitalism. The Universi-
ty of Chicago Press.
Lesson: 9.6 Ethan Mollick on Games at Work
Time of Appearance in Video: 07:14
Reference: Mollick, E., and Rothbard, N. (2014). Mandatory Fun: Consent, Gamification and the Impact of Games at Work.
URL: https://papers.ssrn.com/sol3/papers.cfm?abstract_id=2277103
Lesson: 10.1 Gamification for Good
Time of Appearance in Video: 02:35
Reference: McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York:
Penguin Press.
Lesson: 10.2 Social Good Applications
Time of Appearance in Video: 07:51
Reference: Sheldon, L. (2011). The Multiplayer Classroom: Designing Coursework as a Game. Cengage Learning PTR; 1 edition.
Lesson: 10.2 Social Good Applications
Time of Appearance in Video: 12:31
Reference: Steinkuehler Squire, C. (2011). Games For Grand Challenges [Post in Whitehouse Blog]. November 23, 2011.
URL: https://www.whitehouse.gov/blog/2011/11/23/games-grand-challenges
Volunteer Mentors for the Community of Gamification Course
6
Lesson: 10.3 Social Impact Techniques
Time of Appearance in Video: 00:13
Reference: Stanford Capri (Congestion and Parking Relief Incentives) [Website].
URL: Not Available
Lesson: 10.3 Social Impact Techniques
Time of Appearance in Video: 04:03
Reference: Introduction to the 2011 Kukui Cup [Youtube video].
URL: https://www.youtube.com/watch?v=T37kNTkZCrA
Lesson: 10.3 Social Impact Techniques
Time of Appearance in Video: 06:18
Reference: Practically Green [Website].
URL: Not Available
Lesson: 10.3 Social Impact Techniques
Time of Appearance in Video: 04:03
Reference: Introduction to the 2011 Kukui Cup [Youtube video].
URL: https://www.youtube.com/watch?v=T37kNTkZCrA
Lesson: 10.4 Behavior Change
Time of Appearance in Video: 01:29
Reference: Fogg, B.J. (2009).A Behavior Model for Persuasive Design.
URL: http://www.behaviormodel.org
Lesson: 10.4 Behavior Change
Time of Appearance in Video: 06:40
Reference: Wu, M. (2011). The Magic Potion of Game Dynamics [Blog post].
URL: https://community.lithium.com/t5/Science-of-Social-blog/The-Magic-Potion-of-Game-Dynamics/ba-p/19260
Week 6
Lesson: 11.1 Pointsification
Time of Appearance in Video: 03:38
Reference: Robertson, M. (2010). Can't Play, Won't Play. Hide&Seek Blog, October 6, 2010 [Blog post].
URL: http://hideandseek.net/2010/10/06/cant-play-wont-play/
Lesson: 11.2 Exploitationware
Time of Appearance in Video: 00:29
Reference: Lopez, S. (2011). Disneyland workers answer to 'electronic whip' [Newspaper article]. October 19, 2011. Los Angeles
Times.
URL: http://articles.latimes.com/2011/oct/19/local/la-me-1019-lopez-disney-20111018
Lesson: 11.2 Exploitationware
Time of Appearance in Video: 01:09
Reference: Bogost, I. (2011). Persuasive Games: Exploitationware. Gamasutra, May 3, 2011 [Blog post].
URL: http://bogost.com/writing/exploitationware/
Lesson: 11.3 Gaming the Game
Time of Appearance in Video: 01:00
Reference: Lazzaro, N. (2012). Gamification Can Kill [Blog Post]. March 23, 2012.
URL: http://www.nicolelazzaro.com/gamification/
Volunteer Mentors for the Community of Gamification Course
7
Lesson: 11.4 Legal issues
Time of Appearance in Video: 04:04
Reference: Schell, J. (2010). Design Outside the Box [Presentation at D.I.C.E. Summit 2010].
URL: https://www.youtube.com/watch?v=9NzFCfZMBkU
Lesson: 12.2 Inducement Prizes
Time of Appearance in Video: 08:22
Reference: Incentive Prizes. The White House [Website].
URL: https://www.whitehouse.gov/sites/default/files/microsites/ostp/dorgelo_pcast.pdf
Lesson: 12.4 Collective Action
Time of Appearance in Video: 05:22
Reference: Foldit: Solve Puzzles for Science [Website].
URL: https://fold.it/portal/
Lesson: 12.4 Collective Action
Time of Appearance in Video: 09:12
Reference: Microtask [Website].
URL: http://microtask.com
Lesson: 12.5 The Future of Gamification -- part 1
Time of Appearance in Video: 01:09
Reference: May-raz, E., and Lazo, D. Sight [Film/Video].
Lesson: 12.6 The Future of Gamification -- part 2
Time of Appearance in Video: 00:18
Reference: Schell, J. (2010). Design Outside the Box [Presentation at D.I.C.E. Summit 2010].
URL: https://www.youtube.com/watch?v=9NzFCfZMBkU
Lesson: 12.6 The Future of Gamification -- part 2
Time of Appearance in Video: 04:00
Reference: Werbach, K., and Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia:
Wharton Digital Press. URL: http://wdp.wharton.upenn.edu/books/for-the-win/
Date of Publication: January 2017
Course Description: https://www.coursera.org/learn/gamification
Mentor Community: http://www.coursera.community/#mentor
Created by a Course Mentor Nadezda Chernyak

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Resources of Coursera Gamification Course

  • 1. Volunteer Mentors for the Community of Gamification Course Dear learners, in the video lectures of Gamification course you can see links to books, articles, videos, etc. The links are not interactive so learners had to type them in the URL bar of their browsers. For your convenience, volunteer course mentors created this reference document with a comprehensive list of the links for further information. Any reference mentioned in the video lectures was included in this list. If you found this addition to the course materials helpful, please give feedback by upvoting the post. Otherwise, leave a comment below.We will be glad to make improvements. We hope that the list is going to be useful. Happy learning! 1 Contents Week 1 ·································································································································1 Week 2 ·································································································································3 Week 3 ································································································································ 4 Week 4 ································································································································ 4 Week 5 ································································································································ 5 Week 6 ································································································································ 6 Week 1 Lesson: 1.2 Course Overview Time of Appearance in Video: 05:54 Reference: Werbach, K., and Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press. URL: http://wdp.wharton.upenn.edu/books/for-the-win/ Lesson: 1.5 History of Gamification Time of Appearance in Video: 01:46 Reference: Malone, T.W. (1980). What makes things fun to learn? A study of intrinsically motivating computer games. Xerox Palo Alto Research Center Technical Report No. CIS-7 (SSL-80-11), Palo Alto, California.
  • 2. Volunteer Mentors for the Community of Gamification Course 2 Lesson: 1.5 History of Gamification Time of Appearance in Video: 01:46 Reference: Gee, J.P. (2007). What video games have to teach us about learning and literacy. Revised and Updated Edition. New York [etc.]: Palgrave Macmillan. Lesson: 1.5 History of Gamification Time of Appearance in Video: 04:33 Reference: The (short) prehistory of “gamification” [Blog post from August 9, 2011] / Blog by Nick Pelling. URL: https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/ Lesson: 1.5 History of Gamification Time of Appearance in Video: 05:58 Reference: Schell, J. (2010). Design Outside the Box [Presentation at D.I.C.E. Summit 2010]. URL: https://www.youtube.com/watch?v=9NzFCfZMBkU Lesson: 1.5 History of Gamification Time of Appearance in Video: 08:50 Reference: McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York : Penguin Press. Lesson: 1.5 History of Gamification Time of Appearance in Video: 08:50 Reference: McGonigal, J. (2010). Gaming can make a better world [Talk at TED2010]. URL: https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world Lesson: 1.6 Examples and Categories Time of Appearance in Video: 12:45 Reference: The Speed Camera Lottery - The Fun Theory [Youtube Video]. URL: https://www.youtube.com/watch?v=iynzHWwJXaA Lesson: 2.1 Gamification in Context Time of Appearance in Video: 08:23 Reference: Deterding, S. et al. (2011). From Game Design Elements to Gamefulness: Defining “Gamification”. Proceedings of the 15th International Academic MindTrek Conference. URL: bit.ly/o6aX1U Lesson: 2.2 What is a Game Time of Appearance in Video: 03:28 Reference: Suits, B. (2005). The Grasshopper: Games, Life and Utopia. Broadview Press. Lesson: 2.2 What is a Game Time of Appearance in Video: 08:00 Reference: Huizinga, J. (1971). Homo Ludens: A Study of the Play-Element in Culture. Beacon Press. Lesson: 2.3 Games and Play Time of Appearance in Video: 02:17 Reference: Salen, K., and Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. MIT Press. Lesson: 2.3 Games and Play Time of Appearance in Video: 05:27 Reference: Schell, J. (2010). Design Outside the Box [Presentation at D.I.C.E. Summit 2010]. URL: https://www.youtube.com/watch?v=9NzFCfZMBkU
  • 3. Volunteer Mentors for the Community of Gamification Course 3 Lesson: 2.3 Games and Play Time of Appearance in Video: 08:29 Reference: Carse, J. P. (2013). Finite and Infinite Games. Free Press. Lesson: 2.5 Just a Game? Time of Appearance in Video: 07:54 Reference: Dibbell, J. (2007). Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot. Basic Books; Reprint edition. Lesson: 2.6 Ethan Mollick Interview with Prof. Werbach Time of Appearance in Video: 00:53 Reference: Edery, D., and Mollick, E. (2008). Changing the Game: How Video Games Are Transforming the Future of Business. FT Press; 1 edition. Week 2 Lesson: 3.2 Think Like a Game Designer Time of Appearance in Video: 00:20 Reference: Schell, J. (2008). The Art of Game Design: A Book of Lenses. CRC Press; 1 edition. Lesson: 3.3 Design Rules Time of Appearance in Video: 01:57 Reference: Plants vs. Zombies [Game Website]. URL: http://www.addictinggames.com/download-games/plantsvszombies.jsp Lesson: 3.5 Anatomy of Fun Time of Appearance in Video: 00:18 Reference: Lazzaro, N. (2008). Why We Play Games: Four Keys to Emotion Without Story, Abstract March 8, 2004. URL: http://www.xeodesign.com/4k2f/4k2f.jpg [Poster]. URL: http://www.xeodesign.com/xeodesign_whyweplaygames.pdf [White Paper]. Lesson: 3.5 Anatomy of Fun Time of Appearance in Video: 04:26 Reference: Marc LeBlanc's 8 Kinds of Fun [Website]. URL: http://8kindsoffun.com Lesson: 3.5 Anatomy of Fun Time of Appearance in Video: 05:07 Reference: Koster, R. (2013). A Theory of Fun by Game Design. O'Reilly Media; 2 edition. Lesson: 3.6 Finding the Fun Time of Appearance in Video: 00:14 Reference: The Fun Theory [Website]. URL: http://www.thefuntheory.com Lesson: 4.2 The Pyramid of Elements Time of Appearance in Video: 02:59 Reference: Robin Hunicke, et al. (2004). MDA: A Formal Approach To Game Design and Game Research, Proceedings of the Chal- lenges in Game AI Workshop, 2004. URL: http://www.cs.northwestern.edu/~hunicke/pubs/MDA.pdf Lesson: 4.3 The PBL Triad Time of Appearance in Video: 08:40 Reference: Mozilla Open Badge Framework [Website]. URL: https://openbadges.org
  • 4. Volunteer Mentors for the Community of Gamification Course 4 Week 3 Lesson: 5.1 Motivational Design Time of Appearance in Video: 03:22 Reference: Major League Baseball Badges [Website]. URL: http://mlb.mlb.com/home Lesson: 5.1 Motivational Design Time of Appearance in Video: 04:12 Reference: Sons of Steve Garvey [Blog]. URL: http://www.sonsofstevegarvey.com/2012/04/no-badges-in-2012.html Lesson: 6.3 Intrinsic and Extrinsic Motivation Time of Appearance in Video: 02:49 Reference: Zichermann, G., and Cunningham, C. (2011). Gamification by Design: Implementing Game Mechanics in Web and Mo- bile Apps. O'Reilly Media; 1 edition. Lesson: 6.4 How Rewards Can Demotivate Time of Appearance in Video: 05:57 Reference: Deci, E.L., Koester, R., and Ryan, R.M. (1999). A Meta-Analytic Review of Experiments Examining the Effects of Extrin- sic Rewards on Intrinsic Motivation. 125 Psychological Bulletin, Vol. 125, No. 6, pp. 627-668. URL: https://pdfs.semanticscholar.org/3374/fde0f00aa20810beaba27f1fe4bd54529dae.pdf Lesson: 6.5 Self Determination Theory Time of Appearance in Video: 12:02 Reference: Pink, D. H. (2011). Drive: The Surprising Truth About What Motivates Us. Riverhead Books. Lesson: 6.5 Self Determination Theory Time of Appearance in Video: 12:02 Reference: Rigby, S., and Ryan, R. (2011). Glued to Games: How Video Games Draw Us In and Hold Us Spellbound. Praeger. Week 4 Lesson: 7.1 The Design Process Time of Appearance in Video: 08:51 Reference: Werbach, K., and Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press. URL: http://wdp.wharton.upenn.edu/books/for-the-win/ Lesson: 7.5 Fun and Tools Time of Appearance in Video: 06:04 Reference: Foldit: Solve Puzzles for Science [Website]. URL: https://fold.it/portal/ Lesson: 8.2 Is Gamification Right for Me Time of Appearance in Video: 03:54 Reference: Stephenson, N. (2012). Reamde: A Novel. William Morrow Paperbacks; Reprint edition. Lesson: 8.3 Design for Collective Good Time of Appearance in Video: 00:53 Reference: Coding Horror: Programming and Human factors [Blog]. URL: https://blog.codinghorror.com/the-gamification/ Lesson: 8.4 Designing for Happiness Time of Appearance in Video: 01:37 Reference: McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Books; Reprint edition.
  • 5. Volunteer Mentors for the Community of Gamification Course 5 Lesson: 8.4 Designing for Happiness Time of Appearance in Video: 01:37 Reference: Seligman, M. E. P. (2012). Flourish: A Visionary New Understanding of Happiness and Well-being. Atria Books; Reprint edition. Lesson: 8.5 Amy Jo Kim Interview Time of Appearance in Video: 04:39 Reference: Bartle, R. (1996). Hearts, clubs, diamonds, spades: players who suit MUDS. URL: http://mud.co.uk/richard/hcds.htm Week 5 Lesson: 9.2 Workplace Motivation Time of Appearance in Video: 07:05 Reference: Zappos Face Game [Website]. URL: http://www.zappified.com/face/index.html Lesson: 9.3 The Game vs. The Job Time of Appearance in Video: 05:21 Reference: Smith, R. (2011). The Future of Work is Play [Presentation]. Lesson: 9.4 Playbor Time of Appearance in Video: 03:23 Reference: Lopez, S. (2011). Disneyland workers answer to 'electronic whip' [Newspaper article]. October 19, 2011. Los Angeles Times. URL: http://articles.latimes.com/2011/oct/19/local/la-me-1019-lopez-disney-20111018 Lesson: 9.5 Daniel Debow Interview Time of Appearance in Video: 12:13 Reference: Miles, S.A., and Bennett, N. (2010). Your Career Game: How Game Theory Can Help You Achieve Your Professional Goals. Stanford Business Books; 1 edition. Lesson: 9.6 Ethan Mollick on Games at Work Time of Appearance in Video: 01:56 Reference: Burawoy, M. (1982). Manufacturing Consent: Changes in the Labor Process Under Monopoly Capitalism. The Universi- ty of Chicago Press. Lesson: 9.6 Ethan Mollick on Games at Work Time of Appearance in Video: 07:14 Reference: Mollick, E., and Rothbard, N. (2014). Mandatory Fun: Consent, Gamification and the Impact of Games at Work. URL: https://papers.ssrn.com/sol3/papers.cfm?abstract_id=2277103 Lesson: 10.1 Gamification for Good Time of Appearance in Video: 02:35 Reference: McGonigal, J. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. New York: Penguin Press. Lesson: 10.2 Social Good Applications Time of Appearance in Video: 07:51 Reference: Sheldon, L. (2011). The Multiplayer Classroom: Designing Coursework as a Game. Cengage Learning PTR; 1 edition. Lesson: 10.2 Social Good Applications Time of Appearance in Video: 12:31 Reference: Steinkuehler Squire, C. (2011). Games For Grand Challenges [Post in Whitehouse Blog]. November 23, 2011. URL: https://www.whitehouse.gov/blog/2011/11/23/games-grand-challenges
  • 6. Volunteer Mentors for the Community of Gamification Course 6 Lesson: 10.3 Social Impact Techniques Time of Appearance in Video: 00:13 Reference: Stanford Capri (Congestion and Parking Relief Incentives) [Website]. URL: Not Available Lesson: 10.3 Social Impact Techniques Time of Appearance in Video: 04:03 Reference: Introduction to the 2011 Kukui Cup [Youtube video]. URL: https://www.youtube.com/watch?v=T37kNTkZCrA Lesson: 10.3 Social Impact Techniques Time of Appearance in Video: 06:18 Reference: Practically Green [Website]. URL: Not Available Lesson: 10.3 Social Impact Techniques Time of Appearance in Video: 04:03 Reference: Introduction to the 2011 Kukui Cup [Youtube video]. URL: https://www.youtube.com/watch?v=T37kNTkZCrA Lesson: 10.4 Behavior Change Time of Appearance in Video: 01:29 Reference: Fogg, B.J. (2009).A Behavior Model for Persuasive Design. URL: http://www.behaviormodel.org Lesson: 10.4 Behavior Change Time of Appearance in Video: 06:40 Reference: Wu, M. (2011). The Magic Potion of Game Dynamics [Blog post]. URL: https://community.lithium.com/t5/Science-of-Social-blog/The-Magic-Potion-of-Game-Dynamics/ba-p/19260 Week 6 Lesson: 11.1 Pointsification Time of Appearance in Video: 03:38 Reference: Robertson, M. (2010). Can't Play, Won't Play. Hide&Seek Blog, October 6, 2010 [Blog post]. URL: http://hideandseek.net/2010/10/06/cant-play-wont-play/ Lesson: 11.2 Exploitationware Time of Appearance in Video: 00:29 Reference: Lopez, S. (2011). Disneyland workers answer to 'electronic whip' [Newspaper article]. October 19, 2011. Los Angeles Times. URL: http://articles.latimes.com/2011/oct/19/local/la-me-1019-lopez-disney-20111018 Lesson: 11.2 Exploitationware Time of Appearance in Video: 01:09 Reference: Bogost, I. (2011). Persuasive Games: Exploitationware. Gamasutra, May 3, 2011 [Blog post]. URL: http://bogost.com/writing/exploitationware/ Lesson: 11.3 Gaming the Game Time of Appearance in Video: 01:00 Reference: Lazzaro, N. (2012). Gamification Can Kill [Blog Post]. March 23, 2012. URL: http://www.nicolelazzaro.com/gamification/
  • 7. Volunteer Mentors for the Community of Gamification Course 7 Lesson: 11.4 Legal issues Time of Appearance in Video: 04:04 Reference: Schell, J. (2010). Design Outside the Box [Presentation at D.I.C.E. Summit 2010]. URL: https://www.youtube.com/watch?v=9NzFCfZMBkU Lesson: 12.2 Inducement Prizes Time of Appearance in Video: 08:22 Reference: Incentive Prizes. The White House [Website]. URL: https://www.whitehouse.gov/sites/default/files/microsites/ostp/dorgelo_pcast.pdf Lesson: 12.4 Collective Action Time of Appearance in Video: 05:22 Reference: Foldit: Solve Puzzles for Science [Website]. URL: https://fold.it/portal/ Lesson: 12.4 Collective Action Time of Appearance in Video: 09:12 Reference: Microtask [Website]. URL: http://microtask.com Lesson: 12.5 The Future of Gamification -- part 1 Time of Appearance in Video: 01:09 Reference: May-raz, E., and Lazo, D. Sight [Film/Video]. Lesson: 12.6 The Future of Gamification -- part 2 Time of Appearance in Video: 00:18 Reference: Schell, J. (2010). Design Outside the Box [Presentation at D.I.C.E. Summit 2010]. URL: https://www.youtube.com/watch?v=9NzFCfZMBkU Lesson: 12.6 The Future of Gamification -- part 2 Time of Appearance in Video: 04:00 Reference: Werbach, K., and Hunter, D. (2012). For the win: How game thinking can revolutionize your business. Philadelphia: Wharton Digital Press. URL: http://wdp.wharton.upenn.edu/books/for-the-win/ Date of Publication: January 2017 Course Description: https://www.coursera.org/learn/gamification Mentor Community: http://www.coursera.community/#mentor Created by a Course Mentor Nadezda Chernyak