Stage-oe-small.jpg

Neuigkeit146: Unterschied zwischen den Versionen

Aus Aifbportal
Wechseln zu:Navigation, Suche
(Die Seite wurde neu angelegt: „{{Neuigkeit |Titel DE=Zwei Beiträge für International Conference on Information Systems (ICIS) 2019 angenommen |Titel EN=Two papers accepted at that Internat…“)
 
 
Zeile 1: Zeile 1:
 
{{Neuigkeit
 
{{Neuigkeit
 
|Titel DE=Zwei Beiträge für International Conference on Information Systems (ICIS) 2019 angenommen
 
|Titel DE=Zwei Beiträge für International Conference on Information Systems (ICIS) 2019 angenommen
|Titel EN=Two papers accepted at that International Conference on Information Systems (ICIS) 2019
+
|Titel EN=Two papers accepted at the International Conference on Information Systems (ICIS) 2019
 
|Beschreibung DE='''Auf der 40. International Conference on Information Systems (ICIS), die vom 15.-18. Dezember 2019 in München stattfindet, wurden zwei Konferenzbeiträge der Forschungsgruppe cii angenommen.'''<br><br><br>'''“Users’ Game Design Element Preferences in Health Behavior Change Support Systems for Physical Activity: A Best-Worst-Scaling Approach” von Manuel Schmidt-Kraepelin, Scott Thiebes, Sofia Schöbel und Ali Sunyaev'''<br>
 
|Beschreibung DE='''Auf der 40. International Conference on Information Systems (ICIS), die vom 15.-18. Dezember 2019 in München stattfindet, wurden zwei Konferenzbeiträge der Forschungsgruppe cii angenommen.'''<br><br><br>'''“Users’ Game Design Element Preferences in Health Behavior Change Support Systems for Physical Activity: A Best-Worst-Scaling Approach” von Manuel Schmidt-Kraepelin, Scott Thiebes, Sofia Schöbel und Ali Sunyaev'''<br>
 
'''Kurzfassung:''' Over the last decades, physical inactivity has become one of the leading health risk factors in modern societies. To incentivize people to be more physically active, gamified health behavior change support systems (HBCSSs) are a promising approach. These systems often make use of gamification to keep their users engaged over a sustained period of time. However, despite its popularity, gamification often fails due to insufficient designs, which neglect users’ needs. Building on extant research that investigated users’ preferences in other gamification contexts, we conduct a survey among 447 potential users of HBCSSs for physical activity, using a best-worst-scaling approach. Our results indicate that users generally prefer the game design elements progress, goals, points, and levels, which is partially different from past research on preferred game design elements in other contexts. Thus, our research contributes to the understanding of contextual differences in users’ gamification preferences. <br><br>'''“A Good Beginning Makes a Good Ending: Incipient Sources of Knowledge in Design Science Research” von Benjamin Sturm und Ali Sunyaev'''<br>
 
'''Kurzfassung:''' Over the last decades, physical inactivity has become one of the leading health risk factors in modern societies. To incentivize people to be more physically active, gamified health behavior change support systems (HBCSSs) are a promising approach. These systems often make use of gamification to keep their users engaged over a sustained period of time. However, despite its popularity, gamification often fails due to insufficient designs, which neglect users’ needs. Building on extant research that investigated users’ preferences in other gamification contexts, we conduct a survey among 447 potential users of HBCSSs for physical activity, using a best-worst-scaling approach. Our results indicate that users generally prefer the game design elements progress, goals, points, and levels, which is partially different from past research on preferred game design elements in other contexts. Thus, our research contributes to the understanding of contextual differences in users’ gamification preferences. <br><br>'''“A Good Beginning Makes a Good Ending: Incipient Sources of Knowledge in Design Science Research” von Benjamin Sturm und Ali Sunyaev'''<br>

Aktuelle Version vom 30. September 2019, 10:44 Uhr

Neuigkeit vom 30. September 2019


Zwei Beiträge für International Conference on Information Systems (ICIS) 2019 angenommen


Auf der 40. International Conference on Information Systems (ICIS), die vom 15.-18. Dezember 2019 in München stattfindet, wurden zwei Konferenzbeiträge der Forschungsgruppe cii angenommen.


“Users’ Game Design Element Preferences in Health Behavior Change Support Systems for Physical Activity: A Best-Worst-Scaling Approach” von Manuel Schmidt-Kraepelin, Scott Thiebes, Sofia Schöbel und Ali Sunyaev
Kurzfassung: Over the last decades, physical inactivity has become one of the leading health risk factors in modern societies. To incentivize people to be more physically active, gamified health behavior change support systems (HBCSSs) are a promising approach. These systems often make use of gamification to keep their users engaged over a sustained period of time. However, despite its popularity, gamification often fails due to insufficient designs, which neglect users’ needs. Building on extant research that investigated users’ preferences in other gamification contexts, we conduct a survey among 447 potential users of HBCSSs for physical activity, using a best-worst-scaling approach. Our results indicate that users generally prefer the game design elements progress, goals, points, and levels, which is partially different from past research on preferred game design elements in other contexts. Thus, our research contributes to the understanding of contextual differences in users’ gamification preferences.

“A Good Beginning Makes a Good Ending: Incipient Sources of Knowledge in Design Science Research” von Benjamin Sturm und Ali Sunyaev
Kurzfassung: Design science research (DSR) focuses on providing innovative solution knowledge to complex and hitherto unsolved problems. Identifying both relevant problems and unique solutions require in-depth understanding of the problem domain and potential solution technologies. Incipient sources of knowledge provide the means to find such important design problems, evaluate their relevance, and create innovative, tentative designs to tackle these problems. However, current DSR literature provides little guidance for identification, selection, and consumption of incipient knowledge. In this paper, we, therefore, set out to identify and analyze the incipient sources of knowledge in DSR with the help of a comprehensive literature review. Our work could thereby serve as a starting point for further exploration of the nature of design science knowledge and help to create novel guidelines and research processes that guide the selection and utilization of incipient DSR knowledge sources.



Aus der Forschungsgruppe Critical Information Infrastructures