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Hedonic Capsules in Gamified Information Systems




Informationen zur Arbeit

Abschlussarbeitstyp: Bachelor, Master
Betreuer: Simon Warsinsky
Forschungsgruppe: Critical Information Infrastructures

Archivierungsnummer: 5069
Abschlussarbeitsstatus: Offen
Beginn: 02. August 2023
Abgabe: unbekannt

Weitere Informationen

Problem: Gamification, the use of game design elements (e.g., points, badges, leaderboards) in non-game contexts, is increasingly used to motivate and engage people in various contexts like healthcare or education. Gamified information systems (IS) are considered a special form of IS. Traditionally, IS have been considered to be either hedonic (i.e. pleasure-oriented systems that provide self-fulfilled values to users) or utilitarian (i.e. productivity-oriented systems that provide instrumental value to users). Gamified IS, however, are systems in which both system types are being combined in convergence For example, in a fitness app, gamification elements should provide fun and enjoyment (i.e., hedonic value), but also support people doing increased physical activity (i.e., utilitarian value). Balancing these two goals can be tightrope act. While gamified IS thrive through the harmonic convergence of utilitarian and hedonic elements, one interesting approach are “hedonic spaces” or “hedonic capsules”, that is, spaces within a gamified IS that are intentionally separated from the instrumental purpose of a system and only provide hedonic value. As an analogy, one may consider energizer breaks during a workshop. Currently, it remains unclear how existing research on gamified IS makes use of this idea of hedonic capsules, and what benefits or drawbacks are.


Objective(s): Investigate how current research on gamified IS applies the idea of hedonic capsules.


Method(s): Literature Review


Literature:

• Koivisto, J. and J. Hamari, "The rise of motivationalinformation systems: A review of gamification research", International Journal of Information Management, 45, 2019, pp. 191–210.

• van der Heijden, "User Acceptance of Hedonic Information Systems", MIS Quarterly, 28(4), 2004, p. 695.

• Warsinsky, S., Schmidt-Kraepelin, M., Thiebes, S., Wagner, M., & Sunyaev, A. (2022, May). Gamified expert annotation systems: meta-requirements and tentative design. In International Conference on Design Science Research in Information Systems and Technology (pp. 154-166). Cham: Springer International Publishing.