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  • Publication
    Adaptive and Personalized Gamification Designs: Call for Action and Future Research
    ( 2021-12-30)
    Schöbel, Sofia
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    Schmidt-Kraepelin, Manuel
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    Sunyaev, Ali
    Gamification refers to the use of game-like elements in non-entertainment contexts to make activities more engaging and enjoyable to improve utilitarian outcomes. The gamification literature and the use of gamification in practice suggest that gamification can be a useful tool to support behavioral and psychological changes. Recent developments show that there is potential for new waves of gamification research. Therefore, we conducted a workshop at the International Conference on Wirtschaftsinformatik (WI) 2021 to discuss the future of gamification with interested scholars. The discussion with 25 gamification experts led to a research agenda that supports the need for adaptive and personalized gamification designs. Together with the experts, we identify three clusters for future research: 1) the personalization of gamification concepts, 2) theories and concepts for gamified human-computer interaction, and 3) the “dark side” of gamification (e.g., addiction). We also address what the gamification concept means. Aligned with the three clusters, we provide valuable starting points for future research inquiries to help researchers better understand the nature of gamification. We also discuss the capabilities and limits of gamification.
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  • Publication
    A Research Agenda for the Why, What, and How of Gamification Designs Results on an ECIS 2019 Panel
    ( 2020)
    Schöbel, Sofia
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    Jahn, Katharina
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    Kordyaka, Bastian
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    Turetken, Ozgur
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    Djafarova, Naza
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    Saqr, Mohammad
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    Wu, Dezhi
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    Adam, Martin
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    Heiberg Gad, Povl
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    Wesseloh, Henrik
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    This report summarizes the discussion in a panel session on gamification designs at the 2019 European Conference on Information Systems in Stockholm, Sweden. The panel explores a research agenda for gamification design. The “what, why, and how” are considered to analyze the current state of the art of gamification research. An adapted defini-tion of gamification is presented as one outcome of the workshop to better describe what gamification is and what it can be used for. “Why” and “how” to employ gamification are discussed for different contexts. This can be used to gamify information systems, identity outcomes that are addressed by gamification concepts, and explore new ways of how to gamify. Overall, the panel presents new areas for future research and practice by identifying innovative ways to bring existing gamification concepts to a more impactful level.
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    Scopus© Citations 27