Introduction To Gamification Motivations Effects and Analytics Minitrack
Introduction To Gamification Motivations Effects and Analytics Minitrack
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
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