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Emerging Trends in Gamification Research



Information on the Thesis

Type of Final Thesis: Bachelor, Master
Supervisor: Manuel Schmidt-Kraepelin
Research Group: Critical Information Infrastructures

Archive Number: 5.073
Status of Thesis: Open
Date of start: 2023-08-07

Further Information

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.