36 research outputs found

    HOW TO GAMIFY INFORMATION SYSTEMS - ADAPTING GAMIFICATION TO INDIVIDUAL PREFERENCES

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    Gamification refers to the use of game elements in a non-entertainment-based context, and is a well-known approach to motivate users of information systems. Despite the positive effects of games in dai-ly life, more gamification projects fail. A possible explanation for this observation is that game ele-ments are often designed without considering the needs of different groups of users. Consequently, we aim to develop a gamification approach that allows us to adapt the gamification elements to the indi-vidual motivation structures of information system users. To achieve our goal, we rely on self-determination theory to design different specifications of game elements. We exemplarily developed four different specifications for each of the nine gamification elements we found in the literature. We are currently in the process of conducting a discrete choice experiment allowing us to match the moti-vation structures of system users and their preferences regarding the specifications of game elements. Based on our results, we expect to better understand how gamification can motivate users to use sys-tems more regularly. In a subsequent step, we plan to rely on our results to design different gamifica-tion configurations for an information system, allowing us to adapt the gamification elements to indi-vidual preferences of the users

    STAY WITH ME - CONVERSATIONAL CHURN PREVENTION IN DIGITAL SUBSCRIPTION SERVICE

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    Lots of organizations use subscription business models. However, with increasing competition and technological progress switching costs for customers are decreasing. This development can translate to serious issues for subscription-based businesses, requiring action. Traditionally, businesses used mailings or calls, which are costly, time-consuming and often not effective. In this research-in-progress paper, we explore conversational churn prevention as a potential remedy. We present a conversational agent with persuasive design features (e.g., nudges) and first results from a pre-study. We conduct an in-between subject experiment and interviews for our mixed-methods evaluation of our pre-study. Our work contributes to theory, by presenting more insights into the interaction quality of conversational agents in the context of churn prevention of digital services and the role of persuasive design. We support practitioners, by guiding them towards more effective use of conversational agents to improve their services and to predict churn

    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

    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

    Overcoming Challenges to Enable the Potential of Metaverse Platforms: A Qualitative Approach to Understand Value Creation

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    Metaverse is the buzzword of modern society. Practitioners and researchers have discussed metaverse platforms extensively, but the potential and meaning of the metaverse remain controversial. In this paper, we investigate and identify challenges that enable the potential of metaverse platforms. If these challenges are overcome, there will be value creation for practitioners, organizations, and society. We used a qualitative approach whereby we interviewed 34 metaverse experts to identify the challenges, potential, and value associated with the metaverse. Our results demonstrate that technical and societal challenges obstruct the ability to handle user-related and organizational challenges. If these challenges can be overcome, we can use the opportunities that our participants identified to create functional, social, and emotional value. Our work theoretically contributes to current knowledge on metaverse platforms by elaborating on handling metaverse platform ecosystems and determining instrumental challenges in their realization. With our qualitative approach, we provide room and directions for future research to develop a better understanding of the role and meaning of value creation in the metaverse. Our findings are useful to practitioners by presenting challenges organizations must overcome to create metaverse platforms or participate in a metaverse ecosystem. Furthermore, we present opportunities for vendors of metaverse platforms and organizations by identifying relevant processes that can be transferred into the metaverse

    Nudging Digital Learning – An Experimental Analysis of Social Nudges to Manage Self-Regulated Learning and Online Learning Success

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    Self-regulated learning competencies are of increasing importance to ensure learning success in online learning environments. We investigate the use of digital social nudges in a self-reliant online learning situation to support learners in better managing their self-regulated learning behaviors. We ground our research on dual-process theory and social comparison theory to design social nudges. To evaluate our research model, we conduct an online experiment (N=226). The results show that social nudges positively impact learning outcomes mediated by self-regulated learning behaviors manifested using learning strategies. We found that positive emotions can further strengthen the positive effect of social nudges. Our results help to understand how social nudges can be efficiently used in online learning environments to support learners in better managing their learning processes and achieving learning outcomes. We open new chances for researchers and designers of online learning materials to support online learning processes

    Towards Gamified Conversational Agents for Self-Regulated Learning in Digital Education

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    Formal education like higher education oftentimes emphasized on strict non-digital setting. This approach can lead to issues during stressful times (e.g., Covid crisis) or when learners’ needs in general are not considered. Moreover, these times highlighted how important self-regulated learning is and how much this capability is lacking in our educational system. To address these issues, we follow an Action Design Research approach and develop a gamified conversational agent (CA) that considers the learners’ needs. We present our CA and conduct a first small-scale evaluation following a mixed-method approach. First results show that students universally liked a CA for self-regulated digital learning and many enjoyed the gamified experience which helped students to be motivated to learn. As next steps we will develop the next iteration of our CA and conduct a long-term field test at a university

    MEETINGS AT DIGITAL WORKPLACES – AN EXPERIMENTAL APPROACH TO ANALYZE GROUP ATTACHMENT AND ORGANIZATIONAL COMMITMENT IN DIGITAL WORLDS

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    After facing the COVID-19 pandemic, organizations request their employees to work from home permanently. For an organization, this provides positive benefits such as reducing costs for rent. From an employee perspective, working from home can cause a feeling of isolation towards co-workers and lower attachment to an organization. One way to counteract this problem is to transfer the office to the digital world, especially spurred by the metaverse discussion to represent processes of our real world in digital environments that allow us to do everything in the same way digitally as we are doing in the real world. In this paper, we present a theoretical model for conducting a 2x2 between-subject experiment to analyze how digital real-world meeting experiences influence team attachment and organizational commitment. We contribute to theories such as the need of belonging and transfer them to digital environments and provide practical implications for designing digital offices
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