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Capturing the complexity of gamification elements: a holistic approach for analysing existing and deriving novel gamification designs
European Journal of Information Systems ( IF 9.5 ) Pub Date : 2020-10-19 , DOI: 10.1080/0960085x.2020.1796531
Sofia Marlena Schöbel 1 , Andreas Janson 2 , Matthias Söllner 3
Affiliation  

ABSTRACT Gamification is a well-known approach that refers to the use of elements to increase the motivation of information systems users. A remaining challenge in gamification is that no shared understanding of the meaning and classification of gamification elements currently exists. This impedes guidance concerning analysis and development of gamification concepts, and often results in non-effective gamification designs. The goal of our research is to consolidate current gamification research and rigorously develop a taxonomy, as well as to demonstrate how a systematic classification of gamification elements can provide guidance for the gamification of information systems and improve understanding of existing gamification concepts. To achieve our goal, we develop a taxonomic classification of gamification elements before evaluating this taxonomy using expert interviews. Furthermore, we provide evidence as to the taxonomy’s feasibility using two practical cases: First, we show how our taxonomy helps to analyse existing gamification concepts; second, we show how our taxonomy can be used for guiding the gamification of information systems. We enrich theory by introducing a novel taxonomy to better explain the characteristics of gamification elements, which will be valuable for both gamification analysis and design. This paper will help guide practitioners to select and combine gamification elements for their gamification concepts.

中文翻译:

捕捉游戏化元素的复杂性:一种分析现有游戏化设计并推导出新颖游戏化设计的整体方法

摘要 游戏化是一种众所周知的方法,它指的是使用元素来增加信息系统用户的动机。游戏化中剩下的一个挑战是,目前不存在对游戏化元素的含义和分类的共同理解。这阻碍了有关游戏化概念分析和开发的指导,并经常导致无效的游戏化设计。我们研究的目标是巩固当前的游戏化研究并严格开发分类法,以及展示游戏化元素的系统分类如何为信息系统的游戏化提供指导并提高对现有游戏化概念的理解。为了实现我们的目标,在使用专家访谈评估该分类法之前,我们开发了游戏化元素的分类法。此外,我们使用两个实际案例提供了关于分类法可行性的证据:首先,我们展示了我们的分类法如何帮助分析现有的游戏化概念;其次,我们展示了我们的分类法如何用于指导信息系统的游戏化。我们通过引入新的分类法来丰富理论,以更好地解释游戏化元素的特征,这对游戏化分析和设计都很有价值。本文将帮助指导从业者为他们的游戏化概念选择和组合游戏化元素。我们展示了我们的分类如何帮助分析现有的游戏化概念;其次,我们展示了我们的分类法如何用于指导信息系统的游戏化。我们通过引入新的分类法来丰富理论,以更好地解释游戏化元素的特征,这对游戏化分析和设计都很有价值。本文将帮助指导从业者为他们的游戏化概念选择和组合游戏化元素。我们展示了我们的分类如何帮助分析现有的游戏化概念;其次,我们展示了我们的分类法如何用于指导信息系统的游戏化。我们通过引入新的分类法来丰富理论,以更好地解释游戏化元素的特征,这对游戏化分析和设计都很有价值。本文将帮助指导从业者为他们的游戏化概念选择和组合游戏化元素。
更新日期:2020-10-19
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