Now showing 1 - 9 of 9
  • Publication
    How to Achieve Ethical Persuasive Design: A Review and Theoretical Propositions for Information Systems
    ( 2022-12-29)
    Benner, Dennis
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    Schöbel, Sofia
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    Persuasive system design (PSD) is an umbrella term for designs in information systems (IS) that can influence people’s attitude, behavior, or decision making for better or for worse. On the one hand, PSD can improve users’ engagement and motivation to change their attitude, behavior, or decision making in a favorable way, which can help them achieve a desired outcome and, thus, improve their wellbeing. On the other hand, PSD misuse can lead to unethical and undesirable outcomes, such as disclosing unnecessary information or agreeing to terms that do not favor users, which, in turn, can negatively impact their wellbeing. These powerful persuasive designs can involve concepts such as gamification, gamblification, and digital nudging, which all have become prominent in recent years and have been implemented successfully across different sectors, such as education, e-health, e-governance, e-finance, and digital privacy contexts. However, such persuasive influence on individuals raises ethical questions as PSD can impair users’ autonomy or persuade them towards a third party’s goals and, hence, lead to unethical decision-making processes and outcomes. In human-computer interaction, recent advances in artificial intelligence have made this topic particularly significant. These novel technologies allow one to influence the decisions that users make, to gather data, and to profile and persuade users into unethical outcomes. These unethical outcomes can lead to psychological and emotional damage to users. To understand the role that ethics play in persuasive system design, we conducted an exhaustive systematic literature analysis and 20 interviews to overview ethical considerations for persuasive system design. Furthermore, we derive potential propositions for more ethical PSD and shed light on potential research gaps.
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  • Publication
    Two decades of game concepts in digital learning environments – A bibliometric study and research agenda
    (Elsevier, 2021)
    Schöbel, Sofia
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    Mohammed, Saqr
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    In recent years, using game concepts for educational purposes in digital environments has become continually more popular and relevant. Games can be used to motivate and engage users in regular system use and, in the end, support learners in achieving better learning outcomes. In this context, different kinds of game concepts exist, such as gamification or serious games, each with a different perspective and usefulness in digital learning environments. Because developing and using with game concepts in digital learning environments has recently become more important, and developing them is still not fully established, questions arise about future research directions involving games in digital learning. Therefore, this study aims to identify the state of the field and determine what is relevant when using game concepts in digital learning. To achieve this goal, we present the results of a bibliometric analysis considering more than 10,000 articles between 2000 and 2019 and summarize them to develop a research agenda. This agenda supports researchers and practitioners in identifying avenues for future research. We contribute to theory by providing a detailed understanding of the relevance of game concepts in digital learning. We propose a research agenda to assist researchers in planning future approaches with and about gamification concepts in digital learning. Practical implications are proposed by demonstrating what should be considered when using game concepts in learning environments.
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    Scopus© Citations 59
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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 37
  • Publication
    Gamification of Online Training and its Relation to Engagement and Problem-solving Outcomes
    ( 2019-08-09)
    Schöbel, Sofia
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    Hopp, Jennifer Christin
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    Online training to teach students problem-solving skills is becoming increasingly important. However, due to the complexity of such training, it is challenging to keep learners motivated and engaged in the learning process. One concept that can be used to motivate and engage learners is gamification. Gamification is about using game elements in non-game contexts. Research is lack-ing on which determinants of gamification promote engagement and improve problem-solving out-comes in learning. Therefore, the goal of our study is to analyze how gamification can impact engagement, problem solving outcomes and their related constructs such as motivation in IT-based training. To achieve our goal, we conducted a randomized experiment by creating a gamified online training program to teach students how to construct and develop value proposition canvases. The results of our study indicate that engagement is a central construct for explaining the effects of gamification on problem-solving outcomes. Our results contribute to theory by explaining the meaning and role of motivation, engagement, and their influence on the problem-solving skills learned by the students. We contribute to practice by offering suggestions regarding the design of online training programs and how to make them more motivating and engaging to learners.
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    A Configurational View on Avatar Design – The Role of Emotional Attachment, Satisfaction, and Cognitive Load in Digital Learning
    ( 2019-12-14)
    Schöbel, Sofia
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    Mishra, Abhay Nath
    In online learning settings interactive and meaningful feedback is becoming increasingly important. However, feedback from teachers is oftentimes missing in online learning settings. To overcome challenges that arise from the missing representation of teachers, our study analyzes the relevance of avatar designs in learning settings. We therefore rely on avatars as game design elements and analyze how their design can influence emotional attachment, learning process satisfaction, and extraneous cognitive load in learning. To achieve our goal, we conduct a qualitative comparative analysis with 998 datasets that were collected in a 2x2x2 pre-post online experiment that was developed to train participants in learning functions in Excel. Our results indicate that interaction, familiarity, motivation, and aesthetic experiences are important configurations for avatars that are used in learning. We contribute to different streams of theory such as self-expansion and guide practitioners by providing implications about how to create meaningful avatar designs for learning applications.
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    Avatar Designs are in the Eye of the Beholder – About Identifying Preferred Avatar Designs in Digital Learning
    ( 2018)
    Schöbel, Sofia
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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 the kinds of avatar designs 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.
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    Is it all about Having Fun? - Developing a Taxonomy to Gamify Information Systems
    ( 2018)
    Schöbel, Sofia
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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.
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