350 research outputs found

    Gamification of E-Participation: A Literature Review

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    Gamification is one of the most commonly employed approaches for motivating individuals to participate in several types of activities. One of its largest application areas has been e-participation (i.e. citizen engagement in policy-making). Even though the required ICT infrastructure to facilitate e- participation mostly exists today, the focus of the problem has shifted towards humans; citizens are not motivated enough to participate. Gamification is a potential approach to increase motivation towards e- participation. However, currently there is a dearth in our understanding of how gamification is being applied and researched as well as what kinds of result there exist from gamification. The aim of this paper is to synthesize research and findings on gamified e-participation, providing directions for future research in this area

    HUMAN-AI COLLABORATION IN ORGANISATIONS: A LITERATURE REVIEW ON ENABLING VALUE CREATION

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    The augmentation of human intellect and capability with artificial intelligence is integral to the advancement of next generation human-machine collaboration technologies designed to drive performance improvement and innovation. Yet we have limited understanding of how organisations can translate this potential into creating sustainable business value. We conduct an in-depth literature review of interdisciplinary research on the challenges and opportunities in organisational adoption of human-AI collaboration for value creation. We identify five positions central to how organisations can integrate and align the socio-technical challenges of augmented collaboration, namely strategic positioning, human engagement, organisational evolution, technology development and intelligence building. We synthesise the findings by means of an integrated model that focuses organisations on building the requisite internal microfoundations for the systematic management of augmented systems

    Five-Factor Inventory of Intrinsic Motivations to Gameplay (IMG)

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    In this study, we develop and validate Intrinsic Motivations to Gameplay (IMG) inventory. In Study 1, psychometric properties of a preliminary 10-item version of IMG were investigated by employing an online survey data collected among Finnish and Danish population (N = 2,205). In Study 2, a 23-item version of IMG was developed based on further interview data and survey data collected among Canadian population (N = 1,322). The 23-item version of IMG revealed five factors of intrinsic motivations for gameplay: Relatedness, Autonomy, Competence, Immersion, and Fun. In Study 3, a third survey was conducted among Finnish and Japanese participants (N = 2,057) to design a Self-Determination theory (SDT) informed confirmatory factor analysis (CFA). The CFA validated a 15-item version of IMG inventory, which can be utilized widely in studies on digital gaming and gamification to better understand player preferences

    Game-Based Approaches to Enhancing Public Understanding of Science: A Descriptive Literature Review

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    With prominent looming global issues such as climate change and COVID-19, public understanding of science (PUS) is increasingly perceived to be vital for humanity to address and adapt to global wicked challenges. Compared to conventional approaches that struggle with public engagement, games can potentially remedy this by proactively engaging players towards more fruitful performance in and outside games. While the employment of game-based approaches in pedagogy in general is not a new development, gamifying PUS has only recently grown to relative prominence for its superiority in engaging the public with active science-derived interpretation, deliberation, and consequent action. To understand the state-of-the-art of this field, we conduct a systematic descriptive literature review of the extant corpus. We reviewed 29 papers and investigated their types of interventions, contexts, populations, and outcomes. The results overall indicate diverse yet imbalanced research focuses thus far, for which we discuss implications for future research

    Gamification - Motivations & Effects

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    The field of information systems has a sustained tradition of dividing systems into either utilitarian or hedonic systems, with the core idea that some systems are purely utilitarian in nature and some are self-purposeful. However, in recent years, information system design has been increasingly used for motivational purposes, that is, a hedonic or motivational system design is employed as a method for increasing the utility of systems and activities. Simply put, the core idea is that the more enjoyable or motivating a system or activity becomes, it can also become more utilitarian since the user is expected to be more willing to increase the amount and quality of related activities. The most popular conceptual development in this area has sparked wide-ranging interest towards this phenomenon, and has adopted the name 'GAMIFICATION'. This multi-disciplinary term arises from the general conception that game design, if anything, is an art of hedonic system design, since games are one of the pinnacle forms of self-purposeful systems. In other words, self-purposeful systems such as games are thought to be used for the sole purpose of non-utilitarian enjoyment that is derived from the actual use of the system, rather than from any concrete outcomes of that use. Therefore, the term gamification can be read as 'a process of making systems/activities more enjoyable and motivating, in order to support the utilitarian or otherwise beneficial outcomes of the system, service or activity. Although the idea of gamification has been enormously popular over the last couple years, there has remained a dearth of conceptually refined understanding of the phenomenon, as well as a gap in the empirical evidence offered to demonstrate its effectiveness. With these paucities in mind, this dissertation aims to address both the conceptual and empirical gap. From the conceptual perspective, this dissertation presents two studies in which gamification is linked to IS/marketing theory. The first study links marketing literature with observations drawn from actual games on how game developers use game mechanics in their services as means of marketing (Study 1 - Game design as marketing: How game mechanics create demand for virtual goods). The second conceptual study forms a definition of gamification, arrived at by triangulating theories taken from game studies, motivational psychology, service marketing and IS/HCI (Defining Gamification - A Service Marketing Perspective). To investigate the empirical gap, this dissertation presents two studies. The first empirical study investigates what (social) benefits and motivations drive the continued use of gamification services (Social motivations to use gamification: an empirical study of gamifying exercise). The second empirical study presents a 1.5 year long field experiment on the effects of gamification on user activity and retention (Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service)
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