作者
Cii Fotogalerie, Ali Sunyaev, Elisabeth Lieder, Tobias Dehling, Niclas Kannengießer, Sebastian Lins, Maximilian Renner, Manuel Schmidt-Kraepelin, Benjamin Sturm, Scott Thiebes, Mikael Beyene, Maximilian Blume, Kathrin Brecker, Gabriela Ciolacu, Philipp Danylak, Guangyu Du, Yannick Erb, Mandy Goram, Richard Guse, Shanshan Hu, Anne Hüsges, David Jin, Daniel Kirste, Florian Leiser, Mansur Masama, Long Hoang Nguyen, Sascha Rank, Eva Späthe, Heiner Teigeler, Philipp Toussaint, Simon Warsinsky, Amanda Isabel Jiménez Bermúdez, Nikolai Betz, Kai Yen Chang, Elena Fantino, Pavel Farmaciuc, Nick Henze, Nikolas Kiefer, Robin Link, Peter Maier, Maya Stauss, Daniel Wüstefeld, Vasileios Xanthakis, Julian Zingler
简介
Background:
Gamification is a novel phenomenon that aims at motivating people by taking advantage of their growing passion for games. It refers to the application of so‐called game elements (eg, point systems, badges, leaderboards) to non‐game contexts (eg, work, marketing, or healthcare). Thereby, research and practice mainly focused their attention on elements that one would traditionally associate with gamification, such as points, goals, badges, or leaderboards. Although famous examples such as the app “Zombies, Run!” show great motivational potential, sophisticated narratives are rarely used. One reason might be that the motivational effects of narratives are often hard to tease out. In fact, game design literature has currently started to investigate the phenomenon of ludonarrative dissonance (ie, narrative and gameplay elements are thrown into opposition) which might apply to gamified IS as well and …
学术搜索中的文章
C Fotogalerie, A Sunyaev, E Lieder, T Dehling…