1,234 research outputs found
Gamification at Workplace: Theories, constructs and conceptual frameworks
Gamification has been an active area of interest for both academicians and practitioners for the last decade. Gamification has extended its application to many areas, including the workplace. This study aims to shed light on the theoretical scenario of the gamification literature at the workplace. The article reviews the recent literature on gamification in this context and analyses the theories, constructs, and frameworks used to study the phenomenon. There is a lack of focus on the theoretical framework in the existing reviews. We create a broad taxonomy of theories used in the literature of gamification of the workplace. Further, we also propose a causal-chain framework to explain how gamification influences employees in the workplace. The results indicate that gamification at the workplace is still in its nascent stage and requires more rigorous and in-depth research. We believe that the insights generated provide research avenues for future research studies
Stakeholders’ design preferences for instructional gamification
There is increasing interest in incorporating game design elements in workplace learning, known as instructional gamification. Despite initial positive indications, there is still a need for a deeper understanding of how organisational stakeholders play a role in implementing instructional gamification. This study employed an explanatory sequential mixed-methods approach to identify and understand stakeholders’ instructional gamification design preferences and how these preferences might impact their endorsement of instructional gamification. A survey of 231 individuals at a software company was conducted to gather data on stakeholders’ preferences for instructional gamification. This was followed by in-depth interviews with eight employees to further enhance the understanding of stakeholders’ instructional gamification design preferences. The quantitative findings revealed four interrelated factors concerning the instructional gamification design preferences of the three stakeholder groups. However, the qualitative findings revealed that the stakeholder groups interpreted the items differently. By integrating the quantitative and qualitative findings, the study provides a comprehensive understanding of the factors that enable or hinder stakeholders’ endorsement of instructional gamification in workplace learning. The study also presents four design propositions that facilitate stakeholder endorsement of gamified learning artifacts. The findings have both theoretical and practical implications for designing and implementing instructional gamification in workplace learning environments.publishedVersio
Unravelling the Influence of Online Social Context on Consumer Health Information Technology (CHIT) Implementations
While health information technology research has examined a variety of topics (e.g., adoption and assimilation of technology within healthcare organizations, critical success factors), it has remained unclear how the uniqueness of the online context (e.g., users connecting with strangers for social and emotional support) influences consumer health information technology (CHIT) implementations. Towards this goal, this dissertation examines the influence of online social context on CHIT implementations and outcomes. Using theories from social psychology, this dissertation encompasses two empirical research essays. The first essay draws on the environmental enrichment concept to examine the influential role of the online social context of a gamified CHIT on its success. By surveying existing fitness technology users, we demonstrate the influence of the social context enabled by CHITs on behavioral adherence to exercise. The second essay draws on construal level theory to examine the influence of textual information (such as race, geographic location) in online patient communities on a user’s trust of the community and the system as well as their intentions to participate in them. Using randomized experiments, we identify some of the propinquity-related factors that influence a user’s trust in online patient communities. The key contribution of this dissertation is the advancement of our understanding of the important role played by the social context enabled by the CHITs
The Potential Impact of Gamification Elements on the Acceptance of Technology in the Context of Education: A Literature Review
Innovative new digital technologies arise within the field of education every day. There seems to be a large potential impact in using gamification for improving acceptance and use of new technologies in education. This study aims to gain better and new insights on how to improve the acceptance of new educational technology by applying gamification elements. To this aim, we performed a systematic literature review of 1271 publications, yielding 56 relevant studies. We positioned these studies based on which gamification element(s) and which educational technology acceptance constructs were discussed. Our results show that few studies focus on individual gamification elements and that most studies focus on the same elements and constructs, i.e. Learning Expectancy, Social Influence and Hedonic Motivation are the most discussed constructs related to increasing the acceptance of educational technology when applying gamification, while Points, Badges, Leaderboards and Social Games & Teamwork are the most discussed gamification elements. The impact of gamifying educational technology is mixed – both negative and positive results are being reported – and thus we conclude that the knowledge of how to successfully gamify educational technology is still limited
Understanding hotel visitors’ motives to use hotel gamified applications
While hospitality has been one of the industries that have been keen to adopt and use various technologies, the proliferation of gamification application is still to materialise. It is therefore very interesting to investigate the potential benefits of gamified applications in the area of the hospitality industry by identifying the motives of individuals’ when they use a hotel-gamified application. Hospitality industry is becoming more and more competitive and surviving and marketing a destination has become a challenge, so in order to gain a competitive advantage, the use of modern technology is crucial for many destination-marketing organizations. Gamification can be applied in technology-mediated and non-technology-mediated contexts. Within technology-mediated contexts, gamification is more applicable due to the favourable environment that such context offers. Recent evolutions indicate that mobile devices are becoming travel buddies and their use is profoundly influencing the different phases of a travellers’ journey. Hence, it could be assumed, that a mobile hotel gamified application is now easier than ever to develop and succeed. Since fun has become the requirement to ensure continuous demands for many products or services, companies and organizations feel the need to involve fun in their offerings to secure continuity in consumption and use. Therefore, this study aims to understand the meaning of fun for individuals when they will use a hotel-gamified application, using visual material so the interviewees would have an idea of how a hotel-gamified application would look if it was in existence today based on the current definitions of gamification
A best practice for gamification in large companies: An extensive study focusing inter-generational acceptance
Gamification is increasingly successful in the field of education and health. However, beyond call-centers and applications in human resources, its utilization within companies remains limited. In this paper, we examine the acceptance of gamification in a large company (with over 17,000 employees) across three generations, namely X, Y, and Z. Furthermore, we investigate which gamification elements are suited for business contexts, such as the dissemination of company principles and facts, or the organization of work tasks. To this end, we conducted focus group discussions, developed the prototype of a gamified company app, and performed a large-scale evaluation with 367 company employees. The results reveal statistically significant intergenerational disparities in the acceptance of gamification: younger employees, especially those belonging to Generation Z, enjoy gamification more than older employees and are most likely to engage with a gamified app in the workplace. The results further show a nuanced range of preferences regarding gamification elements: avatars are popular among all generations, badges are predominantly appreciated by Generations Z and Y, while leaderboards are solely liked by Generation Z. Drawing upon these insights, we provide recommendations for future gamification projects within business contexts. We hope that the results of our study regarding the preferences of the gamification elements and understanding generational differences in acceptance and usage of gamification will help to create more engaging and effective apps, especially within the corporate landscape
Gamification in a Democratic Pro-Environmental Behaviour Model towards achieving effective ESG corporate strategies
This paper aims to analyze the extent to which gamification is an effective alternative
to promote the adoption of democratic pro-environmental behaviors and contribute
towards the creation of the relative organization culture. The accepted definition of
gamification for this paper is the process of enhancing a service with affordances for
gameful experiences to support users’ overall value creation. This marketing perspective approach focuses more on the effects obtained as a consequence of activating
intrinsic and extrinsic motivation through gamified systems rather than the analysis
of the characteristics of the game design elements and the incentives for its practical
and actual adaptation and utilization within organizations. Furthermore, the proposed
model is linked with the ESG criteria to further incentivize its organization’s adaptation from theory to practice. Finally, the paper indicates limitations and areas of
further research towards green ocean strategies that can maximize its applications
and impact
Interactive tools for reproducible science
Reproducibility should be a cornerstone of science. It plays an essential role in research validation and reuse. In recent years, the scientific community and the general public became increasingly aware of the reproducibility crisis, i.e. the wide-spread inability of researchers to reproduce published work, including their own. The reproducibility crisis has been identified in most branches of data-driven science. The effort required to document, clean, preserve, and share experimental resources has been described as one of the core contributors to this irreproducibility challenge. Documentation, preservation, and sharing are key reproducible research practices that are of little perceived value for scientists, as they fall outside the traditional academic reputation economy that is focused on novelty-driven scientific contributions.
Scientific research is increasingly focused on the creation, observation, processing, and analysis of large data volumes. On one hand, this transition towards computational and data-intensive science poses new challenges for research reproducibility and reuse. On the other hand, increased availability and advances in computation and web technologies offer new opportunities to address the reproducibility crisis. A prominent example is the World Wide Web (WWW), which was developed in response to researchers’ needs to quickly share research data and findings with the scientific community. The WWW was invented at the European Organization for Nuclear Research (CERN). CERN is a key laboratory in High Energy Physics (HEP), one of the most data-intensive scientific domains. This thesis reports on research connected in the context of CAP, a Research Data Management (RDM) service tailored to CERN's major experiments. We use this scientific environment to study the role and requirements of interactive tools in facilitating reproducible research.
In this thesis, we build a wider understanding of researchers' interactions with tools that support research documentation, preservation, and sharing. From an HCI perspective the following aspects are fundamental: (1) Characterize and map requirements and practices around research preservation and reuse. (2) Understand the wider role and impact of RDM tools in scientific workflows. (3) Design tools and interactions that promote, motivate, and acknowledge reproducible research practices.
Research reported in this thesis represents the first systematic application of HCI methods in the study and design of interactive tools for reproducible science. We have built an empirical understanding of reproducible research practices and the role of supportive tools through research in HEP and across a variety of scientific fields. We designed prototypes and implemented services that aim to create rewarding and motivating interactions. We conducted mixed-method evaluations to assess the UX of the designs, in particular related to usefulness, suitability, and persuasiveness. We report on four empirical studies in which 42 researchers and data managers participated.
In the first interview study, we asked HEP data analysts about RDM practices and invited them to explore and discuss CAP. Our findings show that tailored preservation services allow for introducing and promoting meaningful rewards and incentives that benefit contributors in their research work. Here, we introduce the term secondary usage forms of RDM tools. While not part of the core mission of the tools, secondary usage forms motivate contributions through meaningful rewards. We extended this research through a cross-domain interview study with data analysts and data stewards from a diverse set of scientific fields. Based on the findings of this cross-domain study, we contribute a Stage-Based Model of Personal RDM Commitment Evolution that explains how and why scientists commit to open and reproducible science.
To address the motivation challenge, we explored if and how gamification can motivate contributions and promote reproducible research practices. To this end, we designed two prototypes of a gamified preservation service that was inspired by CAP. Each gamification prototype makes use of different underlying mechanisms. HEP researchers found both implementations valuable, enjoyable, suitable, and persuasive. The gamification layer improves visibility of scientists and research work and facilitates content navigation and discovery. Based on these findings, we implemented six tailored science badges in CAP in our second gamification study. The badges promote and reward high-quality documentation and special uses of preserved research. Findings from our evaluation with HEP researchers show that tailored science badges enable novel forms of research repository navigation and content discovery that benefit users and contributors. We discuss how the use of tailored science badges as an incentivizing element paves new ways for interaction with research repositories.
Finally, we describe the role of HCI in supporting reproducible research practices. We stress that tailored RDM tools can improve content navigation and discovery, which is key in the design of secondary usage forms. Moreover, we argue that incentivizing elements like gamification may not only motivate contributions, but further promote secondary uses and enable new forms of interaction with preserved research. Based on our empirical research, we describe the roles of both HCI scholars and practitioners in building interactive tools for reproducible science. Finally, we outline our vision to transform computational and data-driven research preservation through ubiquitous preservation strategies that integrate into research workflows and make use of automated knowledge recording.
In conclusion, this thesis advocates the unique role of HCI in supporting, motivating, and transforming reproducible research practices through the design of tools that enable effective RDM. We present practices around research preservation and reuse in HEP and beyond. Our research paves new ways for interaction with RDM tools that support and motivate reproducible science.Reproduzierbarkeit sollte ein wissenschaftlicher Grundpfeiler sein, da sie einen essenziellen Bestandteil in der Validierung und Nachnutzung von Forschungsarbeiten darstellt. Verfügbarkeit und Vollständigkeit von Forschungsmaterialien sind wichtige Voraussetzungen für die Interaktion mit experimentellen Arbeiten. Diese Voraussetzungen sind jedoch oft nicht gegeben. Zuletzt zeigten sich die Wissenschaftsgemeinde und die Öffentlichkeit besorgt über die Reproduzierbarkeitskrise in der empirischen Forschung. Diese Krise bezieht sich auf die Feststellung, dass Forscher oftmals nicht in der Lage sind, veröffentlichte Forschungsergebnisse zu validieren oder nachzunutzen. Tatsächlich wurde die Reproduzierbarkeitskrise in den meisten Wissenschaftsfeldern beschrieben. Eine der Hauptursachen liegt in dem Aufwand, der benötigt wird, um Forschungsmaterialien zu dokumentieren, vorzubereiten und zu teilen. Wissenschaftler empfinden diese Forschungspraktiken oftmals als unattraktiv, da sie außerhalb der traditionellen wissenschaftlichen Belohnungsstruktur liegen. Diese ist zumeist ausgelegt auf das Veröffentlichen neuer Forschungsergebnisse.
Wissenschaftliche Forschung basiert zunehmend auf der Verarbeitung und Analyse großer Datensätze. Dieser Übergang zur rechnergestützten und daten-intensiven Forschung stellt neue Herausforderungen an Reproduzierbarkeit und Forschungsnachnutzung. Die weite Verbreitung des Internets bietet jedoch ebenso neue Möglichkeiten, Reproduzierbarkeit in der Forschung zu ermöglichen. Die Entwicklung des World Wide Web (WWW) stellt hierfür ein sehr gutes Beispiel dar. Das WWW wurde in der Europäischen Organisation für Kernforschung (CERN) entwickelt, um Forschern den weltweiten Austausch von Daten zu ermöglichen. CERN ist eine der wichtigsten Großforschungseinrichtungen in der Teilchenphysik, welche zu den daten-intensivsten Forschungsbereichen gehört. In dieser Arbeit berichten wir über unsere Forschung, die sich auf CERN Analysis Preservation (CAP) fokussiert. CAP ist ein Forschungsdatenmanagement-Service (FDM-Service), zugeschnitten auf die größten Experimente von CERN.
In dieser Arbeit entwickeln und kommunizieren wir ein erweitertes Verständnis der Interaktion von Forschern mit FDM-Infrastruktur. Aus Sicht der Mensch-Computer-Interaktion (MCI) sind folgende Aspekte fundamental: (1) Das Bestimmen von Voraussetzungen und Praktiken rund um FDM und Nachnutzung. (2) Das Entwickeln von Verständnis für die Rolle und Auswirkungen von FDM-Systemen in der wissenschaftlichen Arbeit. (3) Das Entwerfen von Systemen, die Praktiken unterstützen, motivieren und anerkennen, welche die Reproduzierbarkeit von Forschung vorantreiben.
Die Forschung, die wir in dieser Arbeit beschreiben, stellt die erste systematische Anwendung von MCI-Methoden in der Entwicklung von FDM-Systemen für Forschungsreproduzierbarkeit dar. Wir entwickeln ein empirisches Verständnis von Forschungspraktiken und der Rolle von unterstützenden Systemen durch überwiegend qualitative Forschung in Teilchenphysik und darüber hinaus. Des Weiteren entwerfen und implementieren wir Prototypen und Systeme mit dem Ziel, Wissenschaftler für FDM zu motivieren und zu belohnen. Wir verfolgten einen Mixed-Method-Ansatz in der Evaluierung der Nutzererfahrung bezüglich unserer Prototypen und Implementierungen. Wir berichten von vier empirischen Studien, in denen insgesamt 42 Forscher und Forschungsdaten-Manager teilgenommen haben.
In unserer ersten Interview-Studie haben wir Teilchenphysiker über FDM-Praktiken befragt und sie eingeladen, CAP zu nutzen und über den Service zu diskutieren. Unsere Ergebnisse zeigen, dass die mensch-zentrierte Studie von speziell angepassten FDM-Systemen eine besondere Blickweise auf das Entwerfen von Anreizen und bedeutungsvollen Belohnungen ermöglicht. Wir führen den Begriff secondary usage forms (Zweitnutzungsformen) in Bezug auf FDM-Infrastruktur ein. Hierbei handelt es sich um Nutzungsformen, die Forschern sinnvolle Anreize bieten, ihre Arbeiten zu dokumentieren und zu teilen. Basierend auf unseren Ergebnissen in der Teilchenphysik haben wir unseren Forschungsansatz daraufhin auf Wissenschaftler und Forschungsdatenmanager aus einer Vielzahl verschiedener und diverser Wissenschaftsfelder erweitert. In Bezug auf die Ergebnisse dieser Studie beschreiben wir ein zustandsbasiertes Modell über die Entwicklung individueller Selbstverpflichtung zu FDM. Wir erwarten, dass dieses Modell designorientierte Denk- und Methodenansätze in der künftigen Implementierung und Evaluation von FDM-Infrastruktur beeinflussen wird.
Des Weiteren haben wir einen Forschungsansatz zu Spielifizierung (Gamification) verfolgt, in dem wir untersucht haben, ob und wie Spielelemente FDM-Praktiken motivieren können. Zunächst haben wir zwei Prototypen eines spielifizierten FDM-Tools entwickelt, welche sich an CAP orientieren. Obwohl die beiden Prototypen auf sehr unterschiedlichen Entwurfskonzepten beruhen, fanden Teilchenphysiker beide angemessen und motivierend. Die Studienteilnehmer diskutierten insbesondere verbesserte Sichtbarkeit individueller Forscher und wissenschaftlicher Arbeiten. Basierend auf den Ergebnissen dieser ersten Studie zu Spielifizierung in FDM haben wir im nächsten Schritt sechs speziell zugeschnittene Forschungs-Abzeichen (tailored science badges) in CAP implementiert. Die Abzeichen bewerben das ausführliche Dokumentieren sowie besondere Nutzen der auf dem Service zugänglichen Forschungsarbeiten. Die Ergebnisse unserer Evaluierung mit Teilchenphysikern zeigen, dass die speziell zugeschnittenen Forschungs-Abzeichen neue und effektivere Möglichkeiten bieten, Forschungsmaterialien systematisch zu durchsuchen und zu entdecken. Hierdurch profitieren sowohl Nutzer als auch Forschungsdaten-Beisteuernde. Basierend auf den Ergebnissen diskutieren wir, wie die Forschungs-Abzeichen neue Formen der Interaktion mit großen Forschungsrepositorien ermöglichen.
Zum Schluss heben wir die besondere Rolle von MCI in der Entwicklung unterstützender FDM-Infrastruktur hervor. Wir betonen, dass speziell an Forschungspraktiken angepasste Systeme neue Ansätze in der Interaktion mit wissenschaftlichen Arbeiten ermöglichen. Wir beschreiben zwei Modelle und unsere Erwartung, wie MCI die Entwicklung künftiger FDM-Systeme nachhaltig beeinflussen kann. In diesem Zusammenhang präsentieren wir auch unsere Vision zu ubiquitären Strategien, die zum Ziel hat, Forschungsprozesse und Wissen systematisch festzuhalten
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