IDEAS home Printed from https://ideas.repec.org/p/dar/wpaper/119170.html
   My bibliography  Save this paper

A Research Agenda for the Why, What, and How of Gamification Designs Results on an ECIS 2019 Panel

Author

Listed:
  • Schöbel, Sofia
  • Janson, Andreas
  • Jahn, Katharina
  • Kordyaka, Bastian
  • Turetken, Ozgur
  • Djafarova, Naza
  • Saqr, Mohammad
  • Wu, Dezhi
  • Söllner, Matthias
  • Adam, Martin
  • Heiberg Gad, Povl
  • Wesseloh, Henrik
  • Leimeister, Jan Marco

Abstract

No abstract is available for this item.

Suggested Citation

  • Schöbel, Sofia & Janson, Andreas & Jahn, Katharina & Kordyaka, Bastian & Turetken, Ozgur & Djafarova, Naza & Saqr, Mohammad & Wu, Dezhi & Söllner, Matthias & Adam, Martin & Heiberg Gad, Povl & Wesselo, 2020. "A Research Agenda for the Why, What, and How of Gamification Designs Results on an ECIS 2019 Panel," Publications of Darmstadt Technical University, Institute for Business Studies (BWL) 119170, Darmstadt Technical University, Department of Business Administration, Economics and Law, Institute for Business Studies (BWL).
  • Handle: RePEc:dar:wpaper:119170
    Note: for complete metadata visit http://tubiblio.ulb.tu-darmstadt.de/119170/
    as

    Download full text from publisher

    File URL: http://pubs.wi-kassel.de/wp-content/uploads/2020/01/JML_761.pdf
    Download Restriction: no

    File URL: https://www.bibsonomy.org/bibtex/28e1c1669dfa72096ca48da2d784cb923/ls_leimeister
    Download Restriction: no

    File URL: https://aisel.aisnet.org/cais/
    Download Restriction: no
    ---><---

    References listed on IDEAS

    as
    1. Radhika Santhanam & De Liu & Wei-Cheng Milton Shen, 2016. "Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same," Information Systems Research, INFORMS, vol. 27(2), pages 453-465, June.
    Full references (including those not matched with items on IDEAS)

    Citations

    Citations are extracted by the CitEc Project, subscribe to its RSS feed for this item.
    as


    Cited by:

    1. Sonsoles López-Pernas & Mohammed Saqr & Olga Viberg, 2021. "Putting It All Together: Combining Learning Analytics Methods and Data Sources to Understand Students’ Approaches to Learning Programming," Sustainability, MDPI, vol. 13(9), pages 1-18, April.
    2. Martin Adam & Konstantin Roethke & Alexander Benlian, 2022. "Gamblified digital product offerings: an experimental study of loot box menu designs," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(2), pages 971-986, June.

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Xiaolun Wang & Xinlin Yao, 2020. "Fueling Pro-Environmental Behaviors with Gamification Design: Identifying Key Elements in Ant Forest with the Kano Model," Sustainability, MDPI, vol. 12(6), pages 1-17, March.
    2. Chen, Xiaomeng & Forman, Christopher & Kummer, Michael E., 2021. "Chat more and contribute better: An empirical study of a knowledge-sharing community," ZEW Discussion Papers 21-061, ZEW - Leibniz Centre for European Economic Research.
    3. Behl, Abhishek & Jayawardena, Nirma & Pereira, Vijay & Islam, Nazrul & Giudice, Manlio Del & Choudrie, Jyoti, 2022. "Gamification and e-learning for young learners: A systematic literature review, bibliometric analysis, and future research agenda," Technological Forecasting and Social Change, Elsevier, vol. 176(C).
    4. Juin-Ming Tsai & Shiu-Wan Hung & Guan-Ting Lin, 2022. "Continued usage of smart wearable devices (SWDs): cross-level analysis of gamification and network externality," Electronic Markets, Springer;IIM University of St. Gallen, vol. 32(3), pages 1661-1676, September.
    5. Alvin Chung Man Leung & Radhika Santhanam & Ron Chi-Wai Kwok & Wei Thoo Yue, 2023. "Could Gamification Designs Enhance Online Learning Through Personalization? Lessons from a Field Experiment," Information Systems Research, INFORMS, vol. 34(1), pages 27-49, March.
    6. Le Wang & Paul Benjamin Lowry & Xin (Robert) Luo & Han Li, 2023. "Moving Consumers from Free to Fee in Platform-Based Markets: An Empirical Study of Multiplayer Online Battle Arena Games," Information Systems Research, INFORMS, vol. 34(1), pages 275-296, March.
    7. Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
    8. Höllig, Christoph E. & Tumasjan, Andranik & Welpe, Isabell M., 2020. "Individualizing gamified systems: The role of trait competitiveness and leaderboard design," Journal of Business Research, Elsevier, vol. 106(C), pages 288-303.
    9. Yi-Jen (Ian) Ho & Siyuan Liu & Lei Wang, 2023. "Fun Shopping: A Randomized Field Experiment on Gamification," Information Systems Research, INFORMS, vol. 34(2), pages 766-785, June.
    10. Liu, Xiaodi & Zhou, Zengze & Yuen, Kum Fai & Wang, Xueqin, 2024. "Green and gamified! An investigation of consumer participation in green last-mile from a gamification affordance perspective," Journal of Retailing and Consumer Services, Elsevier, vol. 79(C).
    11. Behnaz Bojd & Xiaolong Song & Yong Tan & Xiangbin Yan, 2022. "Gamified Challenges in Online Weight-Loss Communities," Information Systems Research, INFORMS, vol. 33(2), pages 718-736, June.
    12. Muhammad Zia Hydari & Idris Adjerid & Aaron D. Striegel, 2023. "Health Wearables, Gamification, and Healthful Activity," Management Science, INFORMS, vol. 69(7), pages 3920-3938, July.
    13. Li, Mingwei & Lu, Man & Akram, Umair & Cheng, Shaoen, 2024. "Understanding how customer social capital accumulation in brand communities: A gamification affordance perspective," Journal of Retailing and Consumer Services, Elsevier, vol. 78(C).
    14. Ni Huang & Jiayin Zhang & Gordon Burtch & Xitong Li & Peiyu Chen, 2021. "Combating Procrastination on Massive Online Open Courses via Optimal Calls to Action," Information Systems Research, INFORMS, vol. 32(2), pages 301-317, June.

    More about this item

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:dar:wpaper:119170. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: Dekanatssekretariat (email available below). General contact details of provider: https://edirc.repec.org/data/ivthdde.html .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.