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|Betreuer=Anton Grube;
 
|Betreuer=Anton Grube;
 
|Forschungsgruppe=Critical Information Infrastructures
 
|Forschungsgruppe=Critical Information Infrastructures
|Abschlussarbeitsstatus=Offen
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|Abschlussarbeitsstatus=Abgeschlossen
|Beginn=2019/4/4
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|Beginn=2019/04/04
 
|Beschreibung DE=<strong>Background:</strong>
 
|Beschreibung DE=<strong>Background:</strong>
  

Aktuelle Version vom 24. März 2020, 21:40 Uhr



Gamification: Gamification of Research Experiments to Improve Participation Rates in Research Projects





Informationen zur Arbeit

Abschlussarbeitstyp: Bachelor, Master
Betreuer: Anton Grube
Forschungsgruppe: Critical Information Infrastructures

Archivierungsnummer: 4295
Abschlussarbeitsstatus: Abgeschlossen
Beginn: 04. April 2019
Abgabe: unbekannt

Weitere Informationen

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 (eg, point systems, badges, leaderboards) to non‐game contexts (e.g., work, marketing, or healthcare). Especially in healthcare, increasing attention is being paid to Gamification and increasing numbers of gamified health and fitness apps are being published in the Apple App Store and Google Play Store. Prominent examples of such apps include Nike+, Zombies, Run!, and Mango Health. Existing research in the field of gamified Health and well-being has mainly focused on the intended long term effects of Gamification such as increased user engagement and motivation or healthy lifestyles. However, little attention has been payed to potentially positive effects of gamification elemtens that can occur when utilizing gamification for short term user engagement (eg, in one time surveys). In order to design meaningful gamification elements we need to increase our knowledge on short term motivational effects of game elements.


Objective(s):

The objective of this theses is to systematically review existing literature on gamification elements and:

  • Identify gamification elements that can be used for short term user engagement
  • Analyze the effectiveness of gamification elements in one shot surveys
  • Design new gamification approaches to engage users in short term activities

This is an umbrella topics since topics of interest change rapidly. A specific topic will be refined during a first meeting.


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.

Johnson, D., Deterding, S., Kuhn, K. A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106.

Thiebes, S., Lins, S. and Basten, D. (2014) Published. “Gamifying Information Systems-A Synthesis of Gamification Mechanics and Dynamics”. Proceedings of the 22nd European Conference on Information Systems, 2014/06/09 - 11,Tel Aviv, Israel.

Hamari, Juho, Jonna Koivisto, and Harri Sarsa. "Does gamification work?--a literature review of empirical studies on gamification." Hawaii International Conference on System Sciences (HICSS).