Drawing on the affordance theory, this paper theorizes about how workplace creativity could be influenced by employees' interaction with game design elements incorporated into work systems. To ...comprehensively capture possible relationships, two vital theoretical frameworks -ability-motivation-opportunity (AMO) and affordance theory, were employed to provide theoretical guidance and a basis upon which propositions were established. A review of literature in the field reveals that gamified work system, through the improvement of ability-, motivation- and opportunity-enhancing practices supports dimensions including employee's motivation and competence which are prerequisites for a creative outcome. Furthermore, contrary to the common opinion, work gamification could constrain employees' creativity at work. Theoretically grounded in existing theories and past literature, this conceptual paper touches on unpopular discussions in the literature, opens a research avenue for further studies by providing testable propositions and recommendations for practice.
Although digitalisation brings important possibilities to banking & finance service, implementing digital technologies in practices can be challenging. Indeed, the adoption of new innovative ...technology in the banking & finance sector lags behind other business sectors. Many of the valuable banking & finance-related technologies have not been adopted in relation to the strategic implications of decisions in domains such as the development of service innovation and personalization, value co-creation, and marketing strategies. In particular, there is a paucity of research in using gamification to explore ways of customising banking & finance fintech offerings, improving customers’ experience, and developing efficient banking & finance marketing tactics. Drawing on the UTAUT2 and Otcalysis gamification framework, this study develops a research model investigating what configurations of motivations, expectations and conditions can shape consumers’ behavioral intention to adopt a gamified mobile wallet system. Findings suggest that combining effort expectancy, facilitating conditions and perceived value leads to higher intention to use gamified mobile wallet. Accordingly, firms need to consider the three core conditions when design relevant gamifications.
Resumen La sociedad del conocimiento y la tecnología han traído consigo un nuevo mapa en el que los jóvenes sienten inquietudes que la educación no siempre ha sabido satisfacer. Estos nuevos ...escenarios hacen que los intereses de los alumnos cambien, por lo que los profesores necesitan explorar nuevas estrategias y recursos en sus clases para aumentar la motivación y el compromiso con sus alumnos. El objetivo de este trabajo es hacer una revisión teórica de los beneficios del uso de la gamificación y conocer su aplicación en el contexto educativo. Para ello, se han examinado diversas publicaciones académicas provenientes de bases de datos internacionales presentadas entre 2011 y 2016, relacionadas con la aplicación de la gamificación en educación, la motivación e inmersión, analizando en ellas los tres elementos intervinientes. La elección de este periodo de años para la realización de la revisión teórica ha sido escogida para ofrecer una panorámica y un recorrido sobre la evolución que ha ido teniendo el tema tratado a lo largo de esos cinco años. Para ello se estudian, según Werbach y Hunter (2012), las dinámicas, las mecánicas y los componentes siguiendo una metodología cualitativa basada en el análisis de contenido. Los resultados indican que los procesos de gamificación en educación generan en los alumnos importantes beneficios, no exentos de dificultades en algunos de los trabajos del estudio. Tras esta argumentación, el artículo concluye a favor de beneficios de la gamificación en educación como la motivación, la inmersión para posibilitar la anticipación y planificación de situaciones; el compromiso y la socialización a través de la interactividad y la interacción; así como de la variedad de elementos que intervienen, lo que hace la actividad educativa más motivante y estimulante para los alumnos.
Researchers and instructors are turning to gamification and self-determination theory for need-supporting, student motivation for learning. Using a mixed methods approach over two school years, we ...examined how an elementary science teacher successfully implemented gamification in a blended learning environment to meet students’ psychological needs. Through observations and interviews, we analyzed the mechanics and dynamics within the gamification design. Next, for a deeper understanding of applied motivation theory, we examined the teacher's use of motivational and cognitive scaffolds in the design. Students participating in the gamified classroom experienced both intrinsic and extrinsic motivations but reported higher levels of autonomous motivation. Additionally, students reported high levels of the psychological needs of autonomy, competence, and relatedness, stating that the classroom was need-supporting. As a case study of an authentic, teacher-designed, need-supporting elementary classroom, this study adds a unique perspective to the educational gamification literature. Importantly for gamification exploration, we describe the cognitive and social scaffolds that created the need-supporting context, which illustrate the holistic aspects of gamification where multiple mechanisms produce a gamified environment.
The paper addresses the issues of implementing e-guide-based gamification systems for tourist attractions by proposing a dispersed gamification system architecture in which its respective functional ...aspects are handled by multiple web services with various scopes of responsibility. The features provided by the proposed architecture are successfully matched to tourist attraction requirements identified during development of an e-guide gamification system for an international consortium of tourist attractions. The key contributions of the paper are: the new definition of gamification system extending beyond the concept of a set of game-based rules and including the information technology components necessary to implement it; mapping the abstract gamification system model into the domain of tourist attraction gamification and the analysis of advantages and disadvantages of various organizations of e-guide gamification systems; the introduction of a new, dispersed architecture of e-guide gamification system that addresses the identified needs of tourist attractions.
Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. ...Yet little is known about its effectiveness.
We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being.
We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain.
We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes.
The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations of many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention).
•A systematic review is conducted to assess the empirical effectiveness of gamification in the health and wellbeing domain.•Twenty-one papers are identified that report empirical evidence on the effectiveness of gamification in health and wellbeing.•Overall the evidence suggests gamification can have a positive impact for health and wellbeing related interventions.•The evidence is strongest for the use of gamification to target behavioural outcomes, particularly physical activity.•Further research that isolates the impacts of gamification is needed.
Gamification has obtained increasing attention in a number of fields including management, marketing, education, and health care. In the tourism context, the users of online tourism services are fond ...of online application platforms that are enjoyable and interesting, where gamification can be applied. Besides, with the increasing types and amount of online tourism platforms, the user churn rate is very high. Therefore, it is crucial for online tourism platforms to keep the tourists from switching to other platforms and explore users’ motivations for using the platform. However, there are relatively few studies concerning the effects of the extrinsic motivation of gamification on users’ psychological needs for using online tourism platforms in detail. Based on self-determination theory and gamification literature, this research identifies four different types of extrinsic motivations and investigates their effects on users’ willingness to continue using gamified online travel platforms. Based on the questionnaire data, this research found that: 1) the four extrinsic motivations positively influence the satisfaction of consumers’ basic psychological needs, but have weaker impacts on competence needs; 2) the satisfaction of consumers’ three basic psychological needs is positively related to their intention to consistently use gamified travel platforms.