How to engineer gamification: The consensus, the best practice and the grey areas

Authors: Shahri, A., Hosseini, M., Phalp, K., Taylor, J. and Ali, R.

Journal: Journal of Organizational and End User Computing

Volume: 31

Issue: 1

Pages: 39-60

eISSN: 1546-5012

ISSN: 1546-2234

DOI: 10.4018/JOEUC.2019010103

Abstract:

Gamification refers to the use of game elements in a business context to change users' behaviours, mainly increasing motivation towards a certain task or a strategic objective. Gamification has received a good deal of emphasis in both academia and industry across various disciplines and application areas. Despite the increasing interest, we still need a unified and holistic picture on how to engineer gamification, including the meaning of the term, its development process, the stakeholders and disciplines which need to be involved in it, and the concerns and risks that an ad-hoc design could raise for both businesses and users. To address this need, this article reports on empirical research which involved reviewing the literature and a range of gamification techniques and applications as secondary research, and an expert opinion study of two phases, qualitative and quantitative, as primary research. Based on the results, we provide a body of knowledge about gamification and point-out good practice principles and areas of gamification that are debatable and need further investigation.

https://eprints.bournemouth.ac.uk/28253/

Source: Scopus

How to Engineer Gamification: The Consensus, the Best Practice and the Grey Areas

Authors: Shahri, A., Hosseini, M., Phalp, K., Taylor, J. and Ali, R.

Journal: JOURNAL OF ORGANIZATIONAL AND END USER COMPUTING

Volume: 31

Issue: 1

Pages: 39-60

eISSN: 1546-5012

ISSN: 1546-2234

DOI: 10.4018/JOEUC.2019010103

https://eprints.bournemouth.ac.uk/28253/

Source: Web of Science (Lite)

How to Engineer Gamification: The Consensus, the Best Practice and the Grey Areas.

Authors: Shahri, A., Hosseini, M., Phalp, K., Taylor, J. and Ali, R.

Journal: Journal of Organizational and End User Computing

Volume: 31

Issue: 1

Publisher: IGI Global

ISSN: 1546-2234

Abstract:

Gamification typically refers to the use of game elements in a business context in order to change users’behaviors, mainly increasing motivation and engagement, towards a certain task or a strategic objective. Gamification has received a good deal of emphasis in both academia and industry across various disciplines, e.g., psychology and human computer interaction, and application areas, e.g. education and marketing. Despite the increasing interest, we still need a unified and holistic picture of how to engineer gamification including:the meaning of the term; its development process; the stakeholders and disciplines which need to be involved in it; and the concerns and risks an ad-hoc design could raise for both businesses and users. To address this need, this paper reports on a review of the literature on a range of gamification techniques and applications, followed by empirical research which involved collecting expert opinions using qualitative and quantitative methods.Based on the results of this research,we provide a body of knowledge about gamification and highlight good practice principles and areas of gamification that are debatable and require further investigation.

https://eprints.bournemouth.ac.uk/28253/

http://www.igi-global.com/

Source: Manual

How to Engineer Gamification: The Consensus, the Best Practice and the Grey Areas.

Authors: Shahri, A., Hosseini, M., Phalp, K., Taylor, J. and Ali, R.

Journal: J. Organ. End User Comput.

Volume: 31

Pages: 39-60

https://eprints.bournemouth.ac.uk/28253/

Source: DBLP

How to Engineer Gamification: The Consensus, the Best Practice and the Grey Areas.

Authors: Shahri, A., Hosseini, M., Phalp, K.T., Taylor, J. and Ali, R.

Journal: Journal of Organizational and End User Computing

Volume: 31

Issue: 1

ISSN: 1546-2234

Abstract:

Gamification typically refers to the use of game elements in a business context in order to change users’ behaviors, mainly increasing motivation and engagement, towards a certain task or a strategic objective. Gamification has received a good deal of emphasis in both academia and industry across various disciplines, e.g., psychology and human computer interaction, and application areas, e.g. education and marketing. Despite the increasing interest, we still need a unified and holistic picture of how to engineer gamification including: the meaning of the term; its development process; the stakeholders and disciplines which need to be involved in it; and the concerns and risks an ad-hoc design could raise for both businesses and users. To address this need, this paper reports on a review of the literature on a range of gamification techniques and applications, followed by empirical research which involved collecting expert opinions using qualitative and quantitative methods. Based on the results of this research,we provide a body of knowledge about gamification and highlight good practice principles and areas of gamification that are debatable and require further investigation.

https://eprints.bournemouth.ac.uk/28253/

http://www.igi-global.com/journal/journal-organizational-end-user-computing/1071

Source: BURO EPrints