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Introduction To Gamification Motivations Effects and Analytics Minitrack

The document discusses the growing significance of gamification in various fields, particularly in enhancing user engagement and behavior change through game-like elements. It highlights the establishment of a minitrack at the 2016 Hawaii International Conference on System Sciences to explore motivations, effects, and analytics of gamification, featuring diverse research papers on its applications in healthcare and virtual economies. The document also addresses the complexities of competition in gamification and its potential impacts on performance and user experience.

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Awaz Saleem
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0% found this document useful (0 votes)
14 views2 pages

Introduction To Gamification Motivations Effects and Analytics Minitrack

The document discusses the growing significance of gamification in various fields, particularly in enhancing user engagement and behavior change through game-like elements. It highlights the establishment of a minitrack at the 2016 Hawaii International Conference on System Sciences to explore motivations, effects, and analytics of gamification, featuring diverse research papers on its applications in healthcare and virtual economies. The document also addresses the complexities of competition in gamification and its potential impacts on performance and user experience.

Uploaded by

Awaz Saleem
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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2016 49th Hawaii International Conference on System Sciences

Introduction to Gamification: Motivations, Effects and Analytics Minitrack


Juho Hamari Petri Parvinen
Game Research Lab E-sales Research Group
School of Information Sciences University of Helsinki
University of Tampere & Aalto University
[email protected] [email protected]

During the last decade games have become an through the lens of Activity Theory”, Hendranus
established vein of entertainment, and consumer Vermeulen, James Gain, Patrick Marais and Siobhan
culture, and essentially, a common part of people’s O’Donovan seek to contribute to the conceptual and
daily lives. In the United States alone 59% of the theoretical understanding of gamification by
population plays computer games while revenues of identifying some of the pitfalls in how gamification
the computer games industry exceed US $15 billion has been currently conceptualized and perceived, and
(ESA, 2014). However, in addition to the increased offering an alternative dialectical perspective for
penetration of games, also the ways in which people gamification that is based in activity theory.
play and employ games have become more varied. The Even though gamification has been very
long-tail is getting longer: there are more different transparently and pervasively acknowledged to be one
kinds of games available for a multitude of different of the big technology trends during the recent years
platforms that cater for differing gaming needs for both in academia and in industry, it has remained
widening audiences, and which use a wide variety of opaque as to what kind of technology is being
business models. developed around it as well as what kinds of patents
Perhaps the most prominent advancement companies are filing related to gamification. In
stemming from these developments is “gamification” “Monitoring Gamification in International Patent
which generally refers to the increased convergence of Documents: Technology Classes, Firms and
games and everyday life. More particularly and Preliminary Value Indicators”, Patrick Julian
practically, gamification commonly refers to the Höflinger and Eric Zimmerling investigate the
process of enhancing services and systems so that they international patent documents (from EPO, USTPO
increase enjoyable and intrinsically motivated use as and Google Patents) in order to discover what kinds of
well as support further behavioral change by patents are been filed related to gamification, in which
employing elements characteristic of games - classes of patents and who is filing them. The analysis
“Transforming Homo Economicus into Homo provides interesting insights in the otherwise
Ludens”. previously unexplored area of patents and company
The “Gamification: Motivations, Effects and interests related to gamification.
Analytics” -minitrack was established to address this Increased competition is repeatedly touted as a
growing junction of interests of both scholars and detrimental side effect of leaderboards and other
practitioners where games, services and information competition-inducing game mechanics. On the other
systems meet and merge. Even though this minitrack hand, competition can also potentially increase task
is featured at HICSS for the first time and there were performance (at least on the short term). Therefore,
two other minitracks competing for game-related competition is a complex issue, and currently, there
submission, this minitrack managed to receive more has been a gap in our knowledge concerning the
submissions than the competing tracks as well as an benefits and detriments of competition. In “When
amount of submission that is on par with other Competition is the Loser”, Robin Brouwer untangles
popular, more established minitracks. Ultimately, six how intra-team competition affects perceived task
high quality papers that cover gamification from complexity, perceived psychological safety, level of
diverse perspectives were accepted to be presented team conflict as well as team performance.
across two sessions. The use of information systems and services in
Gamification is still a rather novel development healthcare is one of the largest and most impactful
that suffers from growing pains, and therefore, it has areas in HICSS-related sciences. Gamification
still been under significant conceptual chaos and especially can be seen as a crucial development in this
theoretical turbulence. In “Reimagining gamification area since one of the main strengths of gamification

1530-1605/16 $31.00 © 2016 IEEE 1307


DOI 10.1109/HICSS.2016.165
Authorized licensed use limited to: ULAKBIM UASL - Yakin Dogu Universitesi. Downloaded on August 20,2023 at 10:07:20 UTC from IEEE Xplore. Restrictions apply.
has been deemed to be its ability to motivate people to
take on and maintain difficult habits. In “Design
Strategies for Gamified Physical Activity
Applications for Older Adults”, Dennis Kappen,
Lennart Nacke, Kathrin Gerling and Lia Tsotsos
explore and suggest design guidelines as to how
playful and gameful systems could be harnessed to
motivate older adults to maintain physical activity and
wellbeing. The authors specifically investigate needs
and preferences regarding technologies that support
physical activity via semi-structured interviews with
19 older adults and a focus group.
Similarly, another promising application areas of
gamification has been regarded to exist in supporting
sustainable and safe behaviors. In “The Impact of
Gamification-Induced Emotions on In-Car IS
Adoption – The Difference between Digital Natives
and Digital Immigrants”, Carolin Ebermann,
Everlin Piccinini, Benjamin Brauer, Sebastian Busse
and Lutz Kolbe investigate how users’ experiences and
interactions in an in-car gamification system vary
based on their ‘digital nativeness’ and thus attempt to
find optimal ways to design driving-related
gamification systems for different kinds of users.
Alongside with more traditional game design
elements, virtual economies with their virtual
currencies and virtual goods have also been shaping
gamification designs. In “Why do People Buy
Virtual Goods? A Literature Review”, Juho Hamari
and Lauri Keronen seek to address the question of why
do people purchase virtual goods by investigating and
synthesizing past (quantitative) literature. Firstly, the
study provides an overview to the literature; what, how
and where the phenomenon has been studied before.
Secondly, by combining results of past literature, the
study aims to provide a more reliable, literature
spanning look at which factors drive purchase
behavior towards virtual goods.

1308

Authorized licensed use limited to: ULAKBIM UASL - Yakin Dogu Universitesi. Downloaded on August 20,2023 at 10:07:20 UTC from IEEE Xplore. Restrictions apply.

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