2019
DOI: 10.17705/1cais.04630
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A Research Agenda for the Why, What, and How of Gamification Designs: Outcomes of an ECIS 2019 Panel

Abstract: 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 con… Show more

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Cited by 29 publications
(18 citation statements)
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“…Game elements are adopted to provide real-life situations of work through gamification-based training program (York & deHaan, 2018). Gamification-based training programs are aligned to strategic objectives with the purpose of achieving organizational goals (Schöbel et al, 2020). Research reveals that gamified training programs provide a unique ecosystem of learning that creates interest among the learners and increases their engagement with the content (Landers & Armstrong, 2017; Coull et al, 2017; Pereira, Oliveira, Vieira, Lima, & Paes, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…Game elements are adopted to provide real-life situations of work through gamification-based training program (York & deHaan, 2018). Gamification-based training programs are aligned to strategic objectives with the purpose of achieving organizational goals (Schöbel et al, 2020). Research reveals that gamified training programs provide a unique ecosystem of learning that creates interest among the learners and increases their engagement with the content (Landers & Armstrong, 2017; Coull et al, 2017; Pereira, Oliveira, Vieira, Lima, & Paes, 2018).…”
Section: Introductionmentioning
confidence: 99%
“…Gamification may be defined as "the application of game design features in non-gaming contexts" (Deterding et al, 2011;Schobel et al, 2020;Zimmerling et al, 2019) that could be applied in a variety of fields, including education and learning, health, and science (Ahn & Dabbish, 2004). According to Kapp (2012), gamification in education uses game-based techniques, visuals, and game judgment to involve people, inspire action, improve learning, and assist in overcoming any obstacles and problems.…”
Section: Literature Review Gamificationmentioning
confidence: 99%
“…Gamification refers to the design of systems, services, and processes to provide positive and engaging experiences like the engaging experiences provided by games, commonly with the aim of motivating beneficial behaviors (Hamari, 2019;Landers et al, 2018). The scientific definition of gamification is defined as the process of applying elements of the game to contexts outside the game (Ding et al, 2018;Domínguez et al, 2013;Schöbel et al, 2020;Zimmerling et al, 2019). The elements of the game most adopted in various fields of study are levels, points, badges, leaderboards, and avatars (Barata et al, 2017).…”
Section: Gamificationmentioning
confidence: 99%