Abschlussarbeitstyp: Bachelor, Master
Betreuer: Manuel Schmidt-Kraepelin
Forschungsgruppe: Critical Information Infrastructures
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 (e.g., point systems, badges, leaderboards) to non‐game contexts (e.g., work, marketing, or healthcare). In practice, gamification development projects often fail to produce successful gamified systems. One potential reason is that project teams need diverse skill sets (e.g., combine game design knowledge and domain knowledge) to develop successful gamified systems.
Possible topics include, but are not limited to:
- Special characteristics of gamification projects and differences to traditional software development projects
- Risk factors of gamification projects
This is an umbrella topic since topics of interest change rapidly. A specific topic will be selected during a first meeting.
Deterding, S., Dixon, D., Khaled, R. and Nacke, L. (2011) “From game design elements to gamefulness: defining gamification”. Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments, 2011/09/28 - 30, Tampere, Finland.
Thiebes, S., Lins, S. and Basten, D. (2014) Published. “Gamifying Information Systems-A Synthesis of Gamification Mechanics and Dynamics”. Proceedings of the 22nd European Conference on Information Systems, 2014/06/09 - 11,Tel Aviv, Israel.
Hamari, Juho, Jonna Koivisto, and Harri Sarsa. "Does gamification work?--a literature review of empirical studies on gamification." Hawaii International Conference on System Sciences (HICSS).
Schmidt, R., Lyytinen, K., Keil, M., & Cule, P. (2001). Identifying software project risks: An international Delphi study. Journal of management information systems, 17(4), 5-36.