12 research outputs found

    Is it all about having Fun? – Developing a Taxonomy to gamify Information Systems

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    Gamification is a well-known approach that refers to the use of game design elements in information systems to make monotonous and tedious tasks more enjoyable. However, research and practice show that game design elements are oftentimes chosen and integrated in information systems randomly, therefore impeding the outcomes of such systems. In this regard, taxonomies can guide system developers, i.e., in selecting and combining game design elements to gamify their information system. Nonetheless, existing taxonomies do not provide such guidance for gamifying information systems. Therefore, the goal of our research is to consolidate the state of the art of gamification research and rigorously develop a gamification taxonomy. To achieve our goal, we conducted a systematic literature review and developed a taxonomy based on a rigorous taxonomy development process. We evaluate our theory by providing evidence of its feasibility with two practical cases: First, we show how the taxonomy helps to analyze existing gamification approaches, and, second, how the taxonomy guides to gamify information systems. Overall, we enrich theory by introducing a new taxonomy to better explain the meaning and characteristics of game design elements. Likewise, practitioners will be guided in selecting and combining game design elements for their gamification approaches

    Avatar Designs are in the Eye of the Beholder: About Identifying Preferred Avatar Designs in Digital Learning - Research in Progress

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    Gamification focuses on using game-like elements in non- entertainment-based contexts. An example for a game element is an avatar. Although lots of research has focused on analyzing avatars in gamification, little is known about which kind of avatar design users prefer. Especially avatars in gamification that are used as tutors or mentors for learning purposes do not spark the interest of users. Thus, the goal of our paper is to analyze which avatar design users of digital learning environments such as learning management systems would prefer. For that purpose, we use a best-worst scaling approach to analyze if the familiarity and shape of avatars determine user preferences in gamification. Our research will contribute to research and practice as it delivers implications about how to design avatars in gamified learning systems. We will enrich theory by getting a better understanding about the general meaning of user-centered avatar designs in gamification

    Gamified Feedback durch Avatare im Mobile Learning

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    Viele Arbeitsprozesse in der Industrie werden zunehmend digitalisiert. Diese Entwicklung erfordert neue Kompetenzen, welche im Arbeitsprozess durch Ansätze wie mobile Applikationen erworben werden können. Aufgrund der Informationsfülle im Mobile Learning und den Spezifika solcher Endgeräte kann es zu einer kognitiven Überlastung des Lernenden kommenden, wodurch dieser Lerninhalte nicht mehr aufnehmen kann. Um diesen Herausforderungen zu begegnen, schlagen wir den Einsatz von Gamified Feedback durch Avatare vor, welche als Lehrerergänzung die notwendigen Hilfestellungen und Informationen bereitstellen können. Hierzu wird im Kurzbeitrag eine Studie zur Untersuchung der Wirkungsweise von GamifiedFeedback auf Cognitive Load von Lernenden im Mobile Learning präsentiert

    Gamification of Information Systems: Ten Years of Research

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    The paper reviews the ten years of research on Information Systems gamification, investigating the changes in the overall interest in the topic, checking its geographic spread, classifying the published research with regard to its character and scope, and analysing the feedback of research community it has caused. The obtained results are discussed in the context of the research agenda proposed in 2013, pointing to advances made and research directions which are still valid in 2022. The relevant publications were searched for in two large bibliographic databases (Scopus and Web of Science)

    Gamified Feedback in Electronic Negotiation Training

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    Negotiations are a relevant and highly complex business skill. Therefore, extensive training is required to become a good negotiator. Such training is offered by universities for their students and by companies for their employees. The present paper designs gamified feedback features in electronic negotiation training and evaluates their potential and their effects. Following a design science research method, feedback mechanisms in electronic negotiation training are derived from literature. An assessment regarding their relevance for e-negotiation training shows a preparation quiz, set and track goals and expert reviews to be the most useful gamified feedback mechanisms. Dedicated mock-ups implementing these feedback mechanisms are designed and evaluated in semi-structured interviews showing their capability to improve relevant negotiation skills, as well as motivation and competence of the learners. Out of the three mock-ups, the interviewees prefer the feedback mechanisms “expert review” and “set and track goals”; both mechanisms provide a competence-confirming learning experience and an autonomous learning experience

    A Research Agenda for the Why, What, and How of Gamification Designs: Outcomes of an ECIS 2019 Panel

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    This report summarizes a panel session on gamification designs at the 2019 European Conference on Information Systems in Stockholm, Sweden. The panel explored a research agenda for gamification design. The panel considered the “what, why, and how” to analyze state-of-the-art gamification research. We present an adapted definition of gamification as one outcome of the workshop to better describe what gamification is and what it can be used for. We discuss “why” and “how” to employ gamification for different contexts. Researchers and practitioners can use the report’s research questions and insights to gamify information systems, identity outcomes that gamification concepts address, and explore new ways to gamify. Overall, we present new areas for future research and practice by identifying innovative ways to bring existing gamification concepts to a more impactful level

    Healthcare gamification: Science mapping the body of literature

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    Healthcare gamification is a research topic being investigated in numerous contexts. As it is an interdisciplinary subject, it is hard for researchers to keep up with the research published in these venues. This paper aims to unveil the intellectual structure of the healthcare gamification research field through a systematic literature review. We apply a science map strategy to a 520- document database. This database was analyzed to build an evolutionary map revealing the most co-cited authors, their publications, and the theories used. Results evidence that referenced research can be classified into six research traditions. Finally, research opportunities are presented

    The effect of basic psychological needs on the flow experience in a digital gamified learning setting

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    IntroductionDigitalization and gamification offer numerous motivation-enhancing opportunities to design biology lessons. For example, digital, gamified learning settings can enhance lessons by offering intense experiences. Such lessons might offer the opportunity to witness flow during the learning activity. For learners, flow can be positively influenced by perceived autonomy, competence, and relatedness. However, previous research on biology lessons has not focused on the impacts of the basic need satisfaction on the flow experience in digital learning settings.MethodsTo address this research gap, using the topic of the locomotion systems of animals, we investigated students’ perceived autonomy, competence, and relatedness as possible predictors of their flow experience while processing a digital, gamified learning environment. The teaching unit was thematically focused on the locomotion system of animals. Our sample consisted of 161 students (46.6% female) from sixth to eighth grade. Students’ perceived satisfaction of their basic needs and their flow experience were evaluated.Results and DiscussionResults confirmed perceived autonomy and perceived competence as predictors of students’ flow experience. However, perceived relatedness had no impact on the flow experience. Our findings are in line with the current state of research and prove to be mostly consistent with previous results

    Users’ Game Design Element Preferences in Health Behavior Change Support Systems for Physical Activity: A Best-Worst-Scaling Approach

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    Over the last decades, physical inactivity has become one of the leading health risk factors in modern societies. To incentivize people to be more physically active, gamified health behavior change support systems (HBCSSs) are a promising approach. These systems often make use of gamification to keep their users engaged over a sustained period of time. However, despite its popularity, gamification often fails due to insufficient designs, which neglect users’ needs. Building on extant research that investigated users’ preferences in other gamification contexts, we conduct a survey among 447 potential users of HBCSSs for physical activity, using a best-worst-scaling approach. Our results indicate that users generally prefer the game design elements progress, goals, points, and levels, which is partially different from past research on preferred game design elements in other contexts. Thus, our research contributes to the understanding of contextual differences in users’ gamification preferences

    Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory

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    In this study, we examine the effect that a gameful experience and personalization have on the flow experience of fitness app users. We also test the association between flow experience and satisfaction in using fitness apps and whether satisfied users remain loyal and spread word of mouth regarding fitness apps. We use the belief-attitude- behavior framework as a theoretical lens and flow theory to explore the proposed relationships. Four hundred thirty- one fitness app users from India participated in the study. The results indicate that gameful experience and personalization lead to flow experience. We found a positive association between flow and satisfaction wherein satisfied fitness app users spread word of mouth and remained loyal to using fitness apps. Our findings will help fitness app developers identify factors to retain fitness app users and attract new ones
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