Gamification

14,000,000 Leading Edge Experts on the ideXlab platform

Scan Science and Technology

Contact Leading Edge Experts & Companies

Scan Science and Technology

Contact Leading Edge Experts & Companies

The Experts below are selected from a list of 360 Experts worldwide ranked by ideXlab platform

Juho Hamari - One of the best experts on this subject based on the ideXlab platform.

  • the effect of challenge based Gamification on learning an experiment in the context of statistics education
    International Journal of Human-computer Studies \ International Journal of Man-machine Studies, 2020
    Co-Authors: Nikoletta Zampeta Legaki, Juho Hamari, Kostas Karpouzis, Vassilios Assimakopoulos
    Abstract:

    Abstract Gamification is increasingly employed in learning environments as a way to increase student motivation and consequent learning outcomes. However, while the research on the effectiveness of Gamification in the context of education has been growing, there are blind spots regarding which types of Gamification may be suitable for different educational contexts. This study investigates the effects of the challenge-based Gamification on learning in the area of statistics education. We developed a Gamification approach, called Horses for Courses, which is composed of main game design patterns related to the challenge-based Gamification; points, levels, challenges and a leaderboard. Having conducted a 2 (read: yes vs. no) x 2 (Gamification: yes vs. no) between-subject experiment, we present a quantitative analysis of the performance of 365 students from two different academic majors: Electrical and Computer Engineering (n=279), and Business Administration (n=86). The results of our experiments show that the challenge-based Gamification had a positive impact on student learning compared to traditional teaching methods (compared to having no treatment and treatment involving reading exercises). The effect was larger for females or for students at the School of Electrical and Computer Engineering.

  • does Gamification satisfy needs a study on the relationship between Gamification features and intrinsic need satisfaction
    International Journal of Information Management, 2019
    Co-Authors: Juho Hamari
    Abstract:

    Abstract Gamification is increasingly used as an essential part of today’s services, software and systems to engage and motivate users, as well as to spark further behaviors. A core assumption is that Gamification should be able to increase the ability of a system or a service to satisfy intrinsic needs, and thereby the autotelicy of use as well as consequent change in beneficial behaviors. However, beyond these optimistic expectations, there is a dearth of empirical evidence on how different Gamification features satisfy different dimensions intrinsic needs. Therefore, in this study we investigate the relationships between the user (N = 824) interactions with Gamification features (immersion, achievement and social -related features) and intrinsic need satisfaction (autonomy, competence and relatedness needs) in Xiaomi and Huawei online gamified communities that represent two large technology product-related online brand communities in China through a survey-based study. The results indicate that immersion-related Gamification features were only positively associated with autonomy need satisfaction. Achievement-related features were not only positively associated with all kinds of need satisfaction, but also the strongest predictor of both autonomy and competence need satisfaction. Social-related Gamification features, were positively associated with autonomy, competence and relatedness need satisfaction. The results imply that Gamification can have a substantially positive effect on intrinsic need satisfaction for services users.

  • the rise of motivational information systems a review of Gamification research
    International Journal of Information Management, 2019
    Co-Authors: Jonna Koivisto, Juho Hamari
    Abstract:

    Abstract Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of Gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field. To make the picture more coherent, we provide a comprehensive review of the Gamification research (N = 819 studies) and analyze the research models and results in empirical studies on Gamification. While the results in general lean towards positive findings about the effectiveness of Gamification, the amount of mixed results is remarkable. Furthermore, education, health and crowdsourcing as well as points, badges and leaderboards persist as the most common contexts and ways of implementing Gamification. Concurrently, Gamification research still lacks coherence in research models, and a consistency in the variables and theoretical foundations. As a final contribution of the review, we provide a comprehensive discussion, consisting of 15 future research trajectories, on future agenda for the growing vein of literature on Gamification and gameful systems within the information system science field.

  • how to design Gamification a method for engineering gamified software
    Information & Software Technology, 2017
    Co-Authors: Benedikt Morschheuser, Juho Hamari, Karl Werder, Lobna Hassan
    Abstract:

    Abstract Context Since its inception around 2010, Gamification has become one of the top technology and software trends. However, Gamification has also been regarded as one of the most challenging areas of software engineering. Beyond traditional software design requirements, designing Gamification requires the command of disciplines such as (motivational/behavioral) psychology, game design, and narratology, making the development of gamified software a challenge for traditional software developers. Gamification software inhabits a finely tuned niche of software engineering that seeks for both high functionality and engagement; beyond technical flawlessness, Gamification has to motivate and affect users. Consequently, it has also been projected that most gamified software is doomed to fail. Objective This paper seeks to advance the understanding of designing Gamification and to provide a comprehensive method for developing gamified software. Method We approach the research problem via a design science research approach; firstly, by synthesizing the current body of literature on Gamification design methods and by interviewing 25 Gamification experts, producing a comprehensive list of design principles for developing gamified software. Secondly, and more importantly, we develop a detailed method for engineering of gamified software based on the gathered knowledge and design principles. Finally, we conduct an evaluation of the artifacts via interviews of ten Gamification experts and implementation of the engineering method in a Gamification project. Results As results of the study, we present the method and key design principles for engineering gamified software. Based on the empirical and expert evaluation, the developed method was deemed as comprehensive, implementable, complete, and useful. We deliver a comprehensive overview of Gamification guidelines and shed novel insights into the nature of Gamification development and design discourse. Conclusion This paper takes first steps towards a comprehensive method for gamified software engineering.

  • A definition for Gamification: anchoring Gamification in the service marketing literature
    Electronic Markets, 2017
    Co-Authors: Kai Huotari, Juho Hamari
    Abstract:

    Gamification” has gained considerable scholarly and practitioner attention; however, the discussion in academia has been largely confined to the human–computer interaction and game studies domains. Since Gamification is often used in service design, it is important that the concept be brought in line with the service literature. So far, though, there has been a dearth of such literature. This article is an attempt to tie in Gamification with service marketing theory, which conceptualizes the consumer as a co-producer of the service. It presents games as service systems composed of operant and operand resources. It proposes a definition for Gamification, one that emphasizes its experiential nature. The definition highlights four important aspects of Gamification: affordances, psychological mediators, goals of Gamification and the context of Gamification. Using the definition the article identifies four possible gamifying actors and examines Gamification as communicative staging of the service environment.

Jonna Koivisto - One of the best experts on this subject based on the ideXlab platform.

  • the rise of motivational information systems a review of Gamification research
    International Journal of Information Management, 2019
    Co-Authors: Jonna Koivisto, Juho Hamari
    Abstract:

    Abstract Today, our reality and lives are increasingly game-like, not only because games have become a pervasive part of our lives, but also because activities, systems and services are increasingly gamified. Gamification refers to designing information systems to afford similar experiences and motivations as games do, and consequently, attempting to affect user behavior. In recent years, popularity of Gamification has skyrocketed and manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. However, this vein of research has mainly advanced without an agenda, theoretical guidance or a clear picture of the field. To make the picture more coherent, we provide a comprehensive review of the Gamification research (N = 819 studies) and analyze the research models and results in empirical studies on Gamification. While the results in general lean towards positive findings about the effectiveness of Gamification, the amount of mixed results is remarkable. Furthermore, education, health and crowdsourcing as well as points, badges and leaderboards persist as the most common contexts and ways of implementing Gamification. Concurrently, Gamification research still lacks coherence in research models, and a consistency in the variables and theoretical foundations. As a final contribution of the review, we provide a comprehensive discussion, consisting of 15 future research trajectories, on future agenda for the growing vein of literature on Gamification and gameful systems within the information system science field.

  • Gamification in crowdsourcing: A review
    Proceedings of the Annual Hawaii International Conference on System Sciences, 2016
    Co-Authors: Benedikt Morschheuser, Juho Hamari, Jonna Koivisto
    Abstract:

    This study investigates how different Gamification implementations can increase crowdsourcees’ motivation and participation in crowdsourcing (CS). To this end, we review empirical literature that has investigated the use of Gamification in crowdsourcing settings. Overall, the results of the review indicate that Gamification has been an effective approach for increasing crowdsourcing participation. When comparing crowdcreating, -solving, -processing and - rating CS approaches, the results show differences in the use of Gamification across CS types. Crowdsourcing initiatives that provide more monotonous tasks most commonly used mere points and other simpler Gamification implementations, whereas CS initiatives that seek for diverse and creative contributions have employed Gamification in more manifold ways employing a richer set of mechanics. These findings provide insights for designers of gamified systems and further research on the topics of Gamification and crowdsourcing.

  • why do people use Gamification services
    International Journal of Information Management, 2015
    Co-Authors: Juho Hamari, Jonna Koivisto
    Abstract:

    Utilitarian, hedonic and social motivations to use Gamification are investigated.Utilitarian and social motivations have a positive direct association with attitude.Utilitarian motivations' association with continued use is mediated by attitude.Hedonic motivations have a positive direct association with continued use. In recent years, technology has been increasingly harnessed for motivating and supporting people toward various individually and collectively beneficial behaviors. One of the most popular developments in this field has been titled Gamification. Gamification refers to technologies that attempt to promote intrinsic motivations toward various activities, commonly, by employing design characteristic to games. However, a dearth of empirical evidence still exists regarding why people want to use Gamification services. Based on survey data gathered from the users of a Gamification service, we examine the relationship between utilitarian, hedonic and social motivations and continued use intention as well as attitude toward Gamification. The results suggest that the relationship between utilitarian benefits and use is mediated by the attitude toward the use of Gamification, while hedonic aspects have a direct positive relationship with use. Social factors are strongly associated with attitude, but show only a weak further association with the intentions to continue the use of a Gamification service.

  • measuring flow in Gamification
    Computers in Human Behavior, 2014
    Co-Authors: Juho Hamari, Jonna Koivisto
    Abstract:

    Psychometric properties of the DFS-2 are examined in Gamification of exercise.A good model fit for the original DFS-2 structure is found.A respecification of the model is created to reach higher level of goodness-of-fit.The data suggest a division of the components of flow into conditions and outcomes.The study also shows which components of flow are salient in Gamification. This paper measures flow in the context of Gamification and investigates the psychometric properties of the Dispositional Flow Scale-2 (DFS-2). We employ data gathered from users of an exercise Gamification service (N=200). The results show that the original DFS-2 factorial structure does result in a similar model fit as the original work. However, we also present a factorial respecification that satisfies more recent model fit thresholds. Beyond validating the original DFS-2 instrument in the context of Gamification, the psychometric analysis and the respecifications suggest that the components of flow divide into highly correlated conditions of flow (which were also found to be more salient in the context of Gamification: autotelic experience, balance of skill and challenge, control, clear goals, and feedback) and into possible outcomes (merging action-awareness, concentration, loss of sense of time, and loss of self-consciousness) from achieving flow.

  • demographic differences in perceived benefits from Gamification
    Computers in Human Behavior, 2014
    Co-Authors: Jonna Koivisto, Juho Hamari
    Abstract:

    In recent years, ‘‘Gamification’’ has been proposed as a solution for engaging people in individually and socially sustainable behaviors, such as exercise, sustainable consumption, and education. This paper studies demographic differences in perceived benefits from Gamification in the context of exercise. On the basis of data gathered via an online survey (N = 195) from an exercise Gamification service Fitocracy, we examine the effects of gender, age, and time using the service on social, hedonic, and utilitarian benefits and facilitating features of gamifying exercise. The results indicate that perceived enjoyment and usefulness of the Gamification decline with use, suggesting that users might experience novelty effects from the service. The findings show that women report greater social benefits from the use of Gamification. Further, ease of use of Gamification is shown to decline with age. The implications of the findings are discussed.

Guangsuo Yu - One of the best experts on this subject based on the ideXlab platform.

  • experimental study of pore diffusion effect on char gasification with co2 and steam
    Fuel, 2014
    Co-Authors: Zhijie Zhou, Fuchen Wang, Yifei Wang, Guangsuo Yu
    Abstract:

    Abstract Reactivities of three chars with CO2 and steam were examined using a Thermogravimetric Analyzer (TGA). Similarities and differences between kinetics of char–CO2 gasification and char–steam gasification have been discussed. As a result, for both reactions, the measured gasification rate increases with temperature and decreases as the particle size increases. And the initial rate of char–steam gasification is always several times faster than that of char–CO2 gasification. Moreover, for the char with lower reactivity, the activity of its steam gasification reaction possesses larger difference with that of CO2 reaction. An nth-order model with the effectiveness factor was used and a characteristic parameter (Tc, which is the temperature in the case of Thiele modulus ϕ = 3.) was proposed to compare the difference between the pore diffusion effect on steam gasification and CO2 gasification. The results show that the pore diffusion resistance increases with the gasification temperature and particle size. However, for each sample, Tc of char–steam gasification is always lower than that of char–CO2 gasification. The pore diffusion effect on char–steam gasification is more significant than that on char–CO2 gasification. Moreover, the difference between the pore diffusion effect on char–steam gasification and char–CO2 gasification is larger for the char with lower reactivity.

Xiye Chen - One of the best experts on this subject based on the ideXlab platform.

  • gasification reactivity of co pyrolysis char from coal blended with corn stalks
    Bioresource Technology, 2019
    Co-Authors: Xiye Chen, Linyao Zhang, Yan Zhao
    Abstract:

    The gasification reactivity of coal and corn stalks co-pyrolyzed char is studied using thermogravimetric analysis, and the influence of co-pyrolysis on co-gasification reactivity is quantitatively characterized by synergy index. The results demonstrate that with increasing the pyrolysis temperature, the gasification reactivity of coal char gradually decreases, however, the gasification reactivity of CS char does not change monotonically. Furthermore, inhibition effect on co-gasification reactivity of 75% CS co-pyrolyzed char and se-pyrolyzed mixed char is shown at early stage of co-gasification and it gradually becomes synergistic effect as the co-gasification process progresses. However, the effect of the interaction of coal and CS in co-pyrolysis process on co-gasification reactivity is more important than that of the interaction of coal char and CS char in the co-gasification process. Finally, the optimal co-pyrolysis condition for obtaining highly reactivity char is that the ratio of CS in blend exceeds 70% at the pyrolysis temperature about 600 °C.

Ali Akbari - One of the best experts on this subject based on the ideXlab platform.

  • investigation of biomass gasification potential in syngas production characteristics of dried biomass gasification using steam as gasification agent
    Energy & Fuels, 2020
    Co-Authors: Yisheng Hu, Qiurong Cheng, Zhouhua Wang, Yi Wang, Ali Akbari
    Abstract:

    This article assesses the gasification behaviour of sawdust using steam as gasification agent. To do this, a comprehensive model of biomass gasification consists of four main processes (biomass dehydration, biomass devolatilization, tar combustion and char gasification) was developed using Aspen Plus simulator. Two gasification processes were studied: steam-gasification with primary tar combustion (SIM I) and steam-gasification with no pre-treatment (SIM II). The effect of gasification temperature (650-800 ◦C) and steam-to-biomass ratio, S/B (1.1-1.8) on the produced gas composition, gas yield, tar yield, higher heating value of the syngas (HHVgas), H2/CO, carbon conversion efficiency (CCE) and cold gas efficiency (CGE) was investigated. It was found that the gasification strategy had little effect on the CCE but had a significant effect on the produced gas composition and CGE. During steam-gasification with primary tar combustion (SIM I), HHVgas and H2/CO showed higher values, while the tar yield showed ...