Hyppää sisältöön
    • Suomeksi
    • In English
Trepo
  • Suomeksi
  • In English
  • Kirjaudu
Näytä viite 
  •   Etusivu
  • Trepo
  • TUNICRIS-julkaisut
  • Näytä viite
  •   Etusivu
  • Trepo
  • TUNICRIS-julkaisut
  • Näytä viite
JavaScript is disabled for your browser. Some features of this site may not work without it.

Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work

Krath, Jeanine; Tomé Klock, Ana Carolina; Morschheuser, Benedikt; Legaki, Nikoletta Zampeta; Park, Solip; von Korflesch, Harald F.O.; Hamari, Juho (2023)

 
Avaa tiedosto
paper1.pdf (1.509Mt)
Lataukset: 

URI
https://ceur-ws.org/Vol-3405/paper1.pdf


Krath, Jeanine
Tomé Klock, Ana Carolina
Morschheuser, Benedikt
Legaki, Nikoletta Zampeta
Park, Solip
von Korflesch, Harald F.O.
Hamari, Juho
2023

Näytä kaikki kuvailutiedot
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-2023112110151

Kuvaus

Peer reviewed
Tiivistelmä
<p>The establishment of the Sustainable Development Goals (SDGs) has put the transition to a sustainable society on the global agenda. In this respect, gamification has gained increasing attention as a tool for companies to motivate employees to adopt sustainable behaviors. Specifically, adapting gamification design to the preferences and needs of individual users has been strongly advocated. However, knowledge of personalized gamification design is largely based on conceptual assumptions and self-reported preferences. It remains thus unclear whether actual behavior of different user types matches theoretical conjectures and how user typologies can drive successful gamification design in sustainability contexts. This work addresses this gap by evaluating the design of a gamified app for sustainability at work by comparing expert evaluation (n=10) and analysis of actual user behavior (n=37) of different Hexad player types over a two-month period. In juxtaposing expert opinions and user behavior, our results reveal that actual user behavior greatly differs from expert suggestions and theoretical assumptions. Our results contribute to future research on tailored gamification by questioning the current state of tailored design theory mainly driven by self-report and pointing to the relevance of the context and non-stereotypical approaches for future personalization efforts.</p>
Kokoelmat
  • TUNICRIS-julkaisut [24997]
Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste
 

 

Selaa kokoelmaa

TekijätNimekkeetTiedekunta (2019 -)Tiedekunta (- 2018)Tutkinto-ohjelmat ja opintosuunnatAvainsanatJulkaisuajatKokoelmat

Omat tiedot

Kirjaudu sisäänRekisteröidy
Kalevantie 5
PL 617
33014 Tampereen yliopisto
oa[@]tuni.fi | Tietosuoja | Saavutettavuusseloste