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(Die Seite wurde neu angelegt: „{{Abschlussarbeit |Titel=Emerging Trends in Gamification Research |Abschlussarbeitstyp=Bachelor, Master |Betreuer=Manuel Schmidt-Kraepelin |Forschungsgruppe=Cr…“)
 
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|Abschlussarbeitsstatus=Offen
 
|Abschlussarbeitsstatus=Offen
 
|Beginn=2023/08/07
 
|Beginn=2023/08/07
|Beschreibung DE=Background:
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|Beschreibung DE=
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'''Background:'''
  
 
   
 
   
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Objective(s):
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'''Objective(s):'''
  
 
- Identify current and possible future trends of gamification research
 
- Identify current and possible future trends of gamification research
  
 
- Conduct a ranking-type Delphi Study with experts from gamification research
 
- Conduct a ranking-type Delphi Study with experts from gamification research
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 +
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'''
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Introductory literature:'''
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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.
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Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191-210.
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Paré, G., Cameron, A. F., Poba-Nzaou, P., & Templier, M. (2013). A systematic assessment of rigor in information systems ranking-type Delphi studies. Information & Management, 50(5), 207-217.
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|Beschreibung EN=
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'''Background:'''
  
 
   
 
   
  
Introductory literature:
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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). Over the last decade, gamification has skyrocketed and become one of the fastest growing areas of information systems research. Following this initial phase of maturing, gamification research is now trying to venture into new realms by incorporating other emerging technologies, such as generative AI or machine learning. However, it remains unclear what the most #promising areas for gamification research are in order to further establish it as a pivotal stream of IS literature.
 +
 
 +
 +
 
 +
'''Objective(s):'''
 +
 
 +
- Identify current and possible future trends of gamification research
 +
 
 +
- Conduct a ranking-type Delphi Study with experts from gamification research
 +
 
 +
 +
'''
 +
Introductory literature:'''
  
 
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.
 
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.

Version vom 7. August 2023, 22:08 Uhr



Emerging Trends in Gamification Research




Informationen zur Arbeit

Abschlussarbeitstyp: Bachelor, Master
Betreuer: Manuel Schmidt-Kraepelin
Forschungsgruppe: Critical Information Infrastructures

Archivierungsnummer: 5073
Abschlussarbeitsstatus: Offen
Beginn: 07. August 2023
Abgabe: unbekannt

Weitere Informationen

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 (e.g., point systems, badges, leaderboards) to non‐game contexts (e.g., work, marketing, or healthcare). Over the last decade, gamification has skyrocketed and become one of the fastest growing areas of information systems research. Following this initial phase of maturing, gamification research is now trying to venture into new realms by incorporating other emerging technologies, such as generative AI or machine learning. However, it remains unclear what the most #promising areas for gamification research are in order to further establish it as a pivotal stream of IS literature.


Objective(s):

- Identify current and possible future trends of gamification research

- Conduct a ranking-type Delphi Study with experts from gamification research


Introductory literature:

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.

Koivisto, J., & Hamari, J. (2019). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191-210.

Paré, G., Cameron, A. F., Poba-Nzaou, P., & Templier, M. (2013). A systematic assessment of rigor in information systems ranking-type Delphi studies. Information & Management, 50(5), 207-217.