7 research outputs found

    Designing Cooperative Gamification: Conceptualization and Prototypical Implementation

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    Organizations deploy gamification in CSCW systems to enhance motivation and behavioral outcomes of users. However, gamification approaches often cause competition between users, which might be inappropriate for working environments that seek cooperation. Drawing on the social interdependence theory, this paper provides a classification for gamification features and insights about the design of cooperative gamification. Using the example of an innovation community of a German engineering company, we present the design of a cooperative gamification approach and results from a first experimental evaluation. The findings indicate that the developed gamification approach has positive effects on perceived enjoyment and the intention towards knowledge sharing in the considered innovation community. Besides our conceptual contribution , our findings suggest that cooperative gamification may be beneficial for cooperative working environments and represents a promising field for future research

    Improving girls’ perception of computer science as a viable career option through game playing and design: Lessons from a systematic literature review

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    The objective of exposing girls to Computer Science as a career option has led to research directed towards gaming activities for girls. These activities include both game play and game design. Research about gaming activities for increasing girls’ interest in computer science has gained much attention over the past few years and has resulted in a number of contributions. We follow up with an overview of the status of research through a Systematic Literature Review. We investigate the relation between the various game playing or designing activities and their impact on girls’ perception of Computer Science as a career choice. We further present the design consideration for the games and related activities to potentially improve the perception of girls towards a Computer Science career. The applied method is a Systematic Literature Review through which we investigate which contributions were made, which knowledge areas were most explored, and which research facets have been used. We identify 25 papers to distill a common understanding of the state-of-the-art. Specifically, we investigate the effects that the game play/design activities had on girls’ perception about Computer Science; and what are the key design factors to be kept in mind while designing a serious game to improve girls’ perception about Computer Science. The results of this systematic literature review show that game playing or designing could indeed improve how girls perceive having a career in CS. The key aspects that such activities require are personalizing, opportunity for collaboration and the presence of a female lead characterThis work has been done during the tenure of an ERCIM Alain Bensoussan fellowshi

    Uma Experiência de uso da Gamificação em Plataformas de Participação Social

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    As áreas de pesquisa em Democracia e Participação Eletrônica têm explorado soluções para diminuir o distanciamento habitual na relação entre governo e cidadãos com o uso de TICs. Apesar de terem sido propostas alternativas tecnológicas para a participação cidadã em assuntos de governo, esta colaboração não tem ocorrido facilmente. As plataformas criadas apresentam, na maioria dos casos, baixa audiência. Na tentativa de promover a participação, este trabalho explora o uso de mecanismos de gamificação como gatilho motivador ao engajamento de cidadãos em plataformas de participação eletrônica. Este artigo apresenta o design de uma plataforma de participação eletrônica com elementos de gamificação. A plataforma foi submetida a uma avaliação em um contexto real, no intuito de averiguar se os mecanismos de gamificação promovem uma maior participação dos envolvidos. Os resultados da avaliação demonstram em particular, uma maior participação com o uso da plataforma gamificada, sobretudo quando recursos de motivação extrínseca são aplicados

    Identifying innovation opportunities emerging from technology and business trends

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    PhD thesis in TechnologyBusinesses are continuously looking for opportunities to innovate. There is a gap in the literature regarding innovation models and approaches that are systematic, practical and easy to apply. This thesis addresses this issue through investigation of the potential for identifying innovation opportunities emerging from technology and business trends and of how to evaluate ideas. Technology trends depict the evolving direction of technology; can they be used to innovate products? Inspired by ideation literature, a novel model is presented which combines technology trends with product breakdown to generate product innovation ideas. The empirical evidence suggests that the model can generate quality ideas. Further investigation of technology trends indicated that the largest trend of the near future will be autonomation, which suggests that many products and services will be delivered in a totally autonomous way. Operations that can be standardized have a high likelihood of being autonomated in the near future. This is because sensor advancement has made it possible to install low-cost sensors on machines; these act as senses for the machine, and then the sensor data can be processed in digital algorithms to carry out fine-tuned decision-making for the machine. This enables a paradigm shift in how machines and applications are operated. The megatrend of electrification has dominated the past century, during which the leading inspiration for innovators was how to electrify industry, households, automobiles, etc. The inspiration for future innovation could likewise be how to autonomate the same. Anecdotal evidence supports this claim. A model and case study are presented in this regard. In a similar way to technology trends, business trends are also agents of change, revealing how businesses are evolving. The largest trend observed is servitization. Companies are gradually shifting away from the traditional model of selling just products towards selling the functionality of the products as services. The shelf life of many products has been significantly reduced, and there is stiff competition in the market. Services, on the other hand, are more sustainable. Servitization is here defined as reducing tangibility in the product. A utility-driven approach is developed, in which the products are broken down into the utility features that encourage the customer to purchase the product and barriers that prohibit the customer from purchasing the product. The model presented in the study presents options to gradually enhance utility and reduce both barriers and the overall tangibility of the product. That can assist users in transforming their products into services. Another way to servitize is to add services to a product in the form of product-service-system. Financing/ownership value added services are explored, and the changes they bring to the business model are studied. These services do not require changes to the product or technological development and can add service benefits to the product. A systematic framework is presented, in which the options can be individually evaluated, and suitable value-added service options can be selected. Another important business trend observed is outsourcing. Start-ups and high growth companies have limited resources, and they do not have the flexibility to carry out all business activities internally. Companies tend to outsource business activities, to survive with limited resources. However, sometimes outsourcing the core activities of the business can invite competition. In this thesis, a decision tree for evaluating business activities for outsourcing purposes is presented. The decision tree assists users in evaluating those activities that can be outsourced with minimal side effects for the business. Traditionally, ideas are screened based on subjective judgement after a brainstorming session. In this thesis, a systematic high-level idea screening tool is presented, which is useful for screening ideas in a short period of time. Six key parameters, which are producibility, problem size, market size, novelty, profit margin and business alignment, are pillars of the idea screening tool, compiled by assorting the idea screening literature. The tool is useful for screening the ideas generated in the aforementioned models. Together, the appended papers contribute to filling the gap in the innovation literature regarding practical guidelines to innovate businesses

    The Gamification of Crowdsourcing Systems: Empirical Investigations and Design

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    Recent developments in modern information and communication technologies have spawned two rising phenomena, gamification and crowdsourcing, which are increasingly being combined into gamified crowdsourcing systems. While a growing number of organizations employ crowdsourcing as a way to outsource tasks related to the inventing, producing, funding, or distributing of their products and services to the crowd – a large group of people reachable via the internet – crowdsourcing initiatives become enriched with design features from games to motivate the crowd to participate in these efforts. From a practical perspective, this combination seems intuitively appealing, since using gamification in crowdsourcing systems promises to increase motivations, participation and output quality, as well as to replace traditionally used financial incentives. However, people in large groups all have individual interests and motivations, which makes it complex to design gamification approaches for crowds. Further, crowdsourcing systems exist in various forms and are used for various tasks and problems, thus requiring different incentive mechanisms for different crowdsourcing types. The lack of a coherent understanding of the different facets of gamified crowdsourcing systems and the lack of knowledge about the motivational and behavioral effects of applying various types of gamification features in different crowdsourcing systems inhibit us from designing solutions that harness gamification’s full potential. Further, previous research canonically uses competitive gamification, although crowdsourcing systems often strive to produce cooperative outcomes. However, the potentially relevant field of cooperative gamification has to date barely been explored. With a specific focus on these shortcomings, this dissertation presents several studies to advance the understanding of using gamification in crowdsourcing systems

    Gamification of collaborative idea generation and convergence

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