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{{Abschlussarbeit
 
{{Abschlussarbeit
|Titel=Gamification Development Projects
+
|Titel=Gamification: Gamification Projects
 
|Abschlussarbeitstyp=Bachelor, Master
 
|Abschlussarbeitstyp=Bachelor, Master
 
|Betreuer=Manuel Schmidt-Kraepelin
 
|Betreuer=Manuel Schmidt-Kraepelin
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Possible topics include, but are not limited to:
 
Possible topics include, but are not limited to:
 
+
<ul>
 
<li>Special characteristics of gamification projects and differences to traditional software development projects</li>
 
<li>Special characteristics of gamification projects and differences to traditional software development projects</li>
 
<li>Risk factors of gamification projects</li>
 
<li>Risk factors of gamification projects</li>
 
+
</ul>
 
This is an umbrella topic since topics of interest change rapidly. A specific topic will be selected during a first meeting.
 
This is an umbrella topic since topics of interest change rapidly. A specific topic will be selected during a first meeting.
  
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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).
 
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).
  
Schmidt, R., Lyytinen, K., Keil, M., & Cule, P. (2001). Identifying software project risks: An international Delphi study. Journal of management information systems, 17(4), 5-36.
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Schmidt, R., Lyytinen, K., Keil, M., & Cule, P. (2001). Identifying software project risks: An international Delphi study. Journal of management information systems, 17(4), 5-36.|Beschreibung EN=<strong>Background:</strong>
|Beschreibung_EN=<strong>Background:</strong>
 
 
 
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.
 
  
 +
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). In practice, gamification development projects often fail to produce successful gamified systems. One potential reason is that project teams need diverse skill sets (e.g., combine game design knowledge and domain knowledge) to develop successful gamified systems.
  
 
<strong>Objective(s):</strong>
 
<strong>Objective(s):</strong>
  
The objective of this thesis is to reveal the historical gamification collaboration network and to articulate its properties.
+
Possible topics include, but are not limited to:
 
+
<ul>
 +
<li>Special characteristics of gamification projects and differences to traditional software development projects</li>
 +
<li>Risk factors of gamification projects</li>
 +
</ul>
 +
This is an umbrella topic since topics of interest change rapidly. A specific topic will be selected during a first meeting.
  
 
<strong>Introductory literature:</strong>
 
<strong>Introductory literature:</strong>
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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.
 
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.
  
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).
  
Hamari, Juho, Jonna Koivisto, and Harri Sarsa.
+
Schmidt, R., Lyytinen, K., Keil, M., & Cule, P. (2001). Identifying software project risks: An international Delphi study. Journal of management information systems, 17(4), 5-36.
 
}}
 
}}

Aktuelle Version vom 19. Februar 2019, 16:06 Uhr



Gamification: Gamification Projects




Informationen zur Arbeit

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

Archivierungsnummer: 4279
Abschlussarbeitsstatus: Offen
Beginn: unbekannt
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 (e.g., point systems, badges, leaderboards) to non‐game contexts (e.g., work, marketing, or healthcare). In practice, gamification development projects often fail to produce successful gamified systems. One potential reason is that project teams need diverse skill sets (e.g., combine game design knowledge and domain knowledge) to develop successful gamified systems.

Objective(s):

Possible topics include, but are not limited to:

  • Special characteristics of gamification projects and differences to traditional software development projects
  • Risk factors of gamification projects

This is an umbrella topic since topics of interest change rapidly. A specific topic will be selected 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.

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).

Schmidt, R., Lyytinen, K., Keil, M., & Cule, P. (2001). Identifying software project risks: An international Delphi study. Journal of management information systems, 17(4), 5-36.