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|Titel=Analyzing the Gamification Collaboration Network
|Titel=Analyzing the Gamification Collaboration Network
|Abschlussarbeitstyp=Bachelor, Master
|Betreuer=Manuel Schmidt-Kraepelin
|Betreuer=Manuel Schmidt-Kraepelin
|Forschungsgruppe=Critical Information Infrastructures
|Forschungsgruppe=Critical Information Infrastructures

Version vom 22. Mai 2018, 12:44 Uhr

Analyzing the Gamification Collaboration Network

Informationen zur Arbeit

Abschlussarbeitstyp: Bachelor
Betreuer: Manuel Schmidt-Kraepelin
Forschungsgruppe: Critical Information Infrastructures

Archivierungsnummer: 4279
Abschlussarbeitsstatus: Offen
Beginn: unbekannt
Abgabe: unbekannt

Weitere Informationen


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 (e.g., point systems, badges, leaderboards) to non‐game contexts (e.g., work, marketing, or healthcare).Although the research field of gamification is relatively young and an inherently interdisciplinary stream of research, the number of scientific publications in this research area is rapidly increasing. Add-ing to this, the interdisciplinary nature of research on gamification results in knowledge about this topic being scattered over many different scientific outlets, conference proceedings, and research communities. As collaboration in a research field is positively associated with scholarly output it is important and interesting to assess to which extent gamification researchers collaborate and which researchers are of pivotal importance in the gamification collaboration network.


The objective of this thesis is to reveal the historical gamification collaboration network and to articulate its properties.

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).

Methodology: Chipidza, W. (2016). Who is Our Paul Erdös? An Analysis of the Information Systems Collaboration Network. Proceedings of the International Conference on Information Systems, Dublin, Ireland.