Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations最新文献

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Let's All Play Together 让我们一起玩
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-9223-6.ch001
Demos Parapanos, E. Michopoulou
{"title":"Let's All Play Together","authors":"Demos Parapanos, E. Michopoulou","doi":"10.4018/978-1-7998-9223-6.ch001","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch001","url":null,"abstract":"Gamification is recognized as the next big thing in marketing by using game design elements in a non-game context. Producing desirable experiences and motivating users to remain engaged in an activity is one of the strengths of gamification. The introduction of digital social networks has become the biggest change regarding digital technology, also leading to the evolution and popularity of gamification. Although it is possible to design games, serious games, or gamified systems without knowing who the target users are, it is more likely to create a more engaging experience when these users are identified first. Taking this into consideration, this chapter will look to identify and present the motivations of individuals when using gamification systems. Identifying the motivations behind gamification usage and acknowledging the interaction between them will help organizations understand their audience and create more engaging experiences.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114357780","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Gamification or How to Make a “Green” Behavior Become a Habit 游戏化或如何使“绿色”行为成为一种习惯
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-9223-6.ch015
Lidia Aguiar-Castillo, R. Pérez-Jiménez
{"title":"Gamification or How to Make a “Green” Behavior Become a Habit","authors":"Lidia Aguiar-Castillo, R. Pérez-Jiménez","doi":"10.4018/978-1-7998-9223-6.ch015","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch015","url":null,"abstract":"One of the main challenges faced by tourist destinations is waste management. A poor waste collection and management policy is an additional factor affecting the tourist destination's sustainability within this general problem. These situations are trying to be solved with incentives derived from gamification tools that motivate people to recycle. This study, within the scope of a European project called UrbanWaste, found significant results that suggested that this tool can promote recycling behavior, but what happens when customers come back home? Gamification even makes a habit take root in the people who use it by activating external motivators. This recycling habit emanates from an altruistic feeling and aims to leave a better world for future generations (intrinsic motivation). However, they also recommend the app to show a benevolent image by making the behavior visible (internalized extrinsic motivation) and improving destination branding.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131342931","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Potential of Gamification for Humanitarian Organizations to Support Integration in Migration Contexts 游戏化对人道主义组织在移民背景下支持融合的潜力
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-9223-6.ch018
Marvin Jammermann, Beybin Elvin Tunc
{"title":"The Potential of Gamification for Humanitarian Organizations to Support Integration in Migration Contexts","authors":"Marvin Jammermann, Beybin Elvin Tunc","doi":"10.4018/978-1-7998-9223-6.ch018","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch018","url":null,"abstract":"The aim of this chapter is to explore the connections between the inherent characteristics of gamification and the current need for sustainable integration activities that are based on meaningful social interactions. By highlighting the potential of gamification for creating democratic spaces of social interaction and engaging diverse actors in joyful encounters, it is possible to underline the notion of social change that gamification can induce. In the area of integration, humanitarian organizations can harness the potential of gamification in their integration activities in order to ensure increased social cohesion. Through a critical analysis of existing gamification and integration approaches, the chapter provides arguments for why gamification is perfectly suited to improve integration processes by highlighting the manifold applications of gamification experience in the humanitarian field.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121692439","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Application of Gamification in a Marketing Context 游戏化在营销环境中的应用
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-9223-6.ch006
E. M A, M. Joy
{"title":"Application of Gamification in a Marketing Context","authors":"E. M A, M. Joy","doi":"10.4018/978-1-7998-9223-6.ch006","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch006","url":null,"abstract":"Gamification, a popular tool widely used in various contexts such as marketing, education, and organizations, among others, has demonstrated its potential for engaging, motivating, and achieving behavioral change in the targeted audience. For an ideal gamification system, it is necessary to know how the gamification elements affect human emotions. This chapter conducts a journey through gamified contexts and their psychological impacts on individuals. This chapter gathers up the different threads of gamification in the marketing context. The three important objectives fulfilled by this chapter would be that it provides information about the topic of gamification and the psychological perspectives behind its operation; discusses its application in various marketing contexts, such as digital marketing and online payment sites; and finally, investigates various behavioral outcomes of gamification.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121191109","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Is the Gamification of Scientific Work a Good Idea? 科学工作的游戏化是个好主意吗?
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-9223-6.ch022
Stéphane Le Lay, J. Frances
{"title":"Is the Gamification of Scientific Work a Good Idea?","authors":"Stéphane Le Lay, J. Frances","doi":"10.4018/978-1-7998-9223-6.ch022","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch022","url":null,"abstract":"This chapter shows that, contrary to what some researchers claim, setting up the conditions for a “playful environment” is not so simple, in particular when it comes to organizing a new competition for the popularization of science (MT180®). In fact, we will see that popularization does not fit so easily into the “playful environment” desired by the organizers due to the gamified nature of the approach, which gradually colonizes the initial desire to present one's scientific work and pushes some participants to exaggerate their results in order to go as far as possible in the competition. It is therefore feared that the gamification of scientific work, while compatible with neoliberal expectations, will in fact lead to the production of bad science. The question then arises as to whether the need to turn researchers into effective communicators with a view to building the “knowledge society” advocated by international institutions can be achieved through gamified approaches, with the risk of creating an ever-greater distance between (real) scientific knowledge and citizens.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125390283","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Review Bomb 检查炸弹
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-9223-6.ch016
Venera Tomaselli, G. Cantone, V. Mazzeo
{"title":"Review Bomb","authors":"Venera Tomaselli, G. Cantone, V. Mazzeo","doi":"10.4018/978-1-7998-9223-6.ch016","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch016","url":null,"abstract":"This chapter provides a comprehensive overview of the phenomenon of review bomb, which occurs when an abnormally large amount of information is submitted to a rating system in a very short period of time by an overtly anonymous mass of accounts, with the overall goal of sabotaging the system's proper functioning. Because review bombs are frequently outbursts of social distress from gaming communities, gamification theories have proven useful for understanding the behavioral traits and conflict dynamics associated with such a phenomenon. A prominent case is analysed quantitatively. The methodology is discussed and proposed as a generalized framework for descriptive quantification of review bombs. As a result of the study, considerations for technological improvements in the collection of rating data in systems are proposed too.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"143 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134397884","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Applying Gamification Strategies to Create Training in Lean Methodologies 应用游戏化策略创建精益方法论培训
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-9223-6.ch014
V. Neto, Henrique Bessa, Ricardo Ferreira de Mascarenhas
{"title":"Applying Gamification Strategies to Create Training in Lean Methodologies","authors":"V. Neto, Henrique Bessa, Ricardo Ferreira de Mascarenhas","doi":"10.4018/978-1-7998-9223-6.ch014","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch014","url":null,"abstract":"It is more important than ever that organizations make the most of their resources, reduce costs, optimize processes, and engage in continuous improvement. A lean philosophy presents itself as a management model that guides companies in this direction, but for the successful implementation of lean methodologies, human resources at all levels need to learn what it is and be engaged with it. Thus, there is a need to develop tools that would transmit the lean theoretical concepts in a practical and involved way. This chapter proposes the development of a tool that is the result of merging gamification and lean philosophy, developing a game for people without knowledge in this area, serving as an introduction to it, and demonstrating some applications of this philosophy. The practical result of the synergy created between strategies of gamification and training in lean methodologies is described.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"379 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114888870","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Game-Based Learning for the Acquisition of Transversal Skills 基于游戏的横向技能学习
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-9223-6.ch017
Eva Ordóñez-Olmedo, Sergio Albaladejo-Ortega, M. Pérez-Escolar
{"title":"Game-Based Learning for the Acquisition of Transversal Skills","authors":"Eva Ordóñez-Olmedo, Sergio Albaladejo-Ortega, M. Pérez-Escolar","doi":"10.4018/978-1-7998-9223-6.ch017","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch017","url":null,"abstract":"Hate speech is increasingly hindering the possibility of raising collective understanding as well as the values of democracy based on mutual respect, tolerance, and equality. For that reason, the main objective of this chapter is to determine how game-based learning favors the acquisition of transversal competences within the framework of 21st century skills for tackling and addressing hate speech. In doing so, a total of four serious games—Bury Me, My Love; Another Lost Phone: Laura's Story; Never Alone; and Life is Strange: Episode 2 “Out of Time”—have been selected to analyze their potential as a learning tool for combating hate speech. To this end, the Octalysis framework serves as a methodology for identifying transversal competences in matters of justice, equity, and emotional intelligence. The main results show that serious games are helpful assets in promoting empathy and other social values and skills that are necessary to combat hate speech in young people.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123603682","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Enablers and Barriers of Integrating Game-Based Learning in Professional Development Programmes 将基于游戏的学习融入专业发展计划的推动因素和障碍
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-9223-6.ch024
Nashwa Ismail, A. Adams
{"title":"Enablers and Barriers of Integrating Game-Based Learning in Professional Development Programmes","authors":"Nashwa Ismail, A. Adams","doi":"10.4018/978-1-7998-9223-6.ch024","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch024","url":null,"abstract":"This study investigates the enablers and barriers of embedding technology for continuing professional development (CPD) of staff in the police sector. The research team developed an online game called “Child Witness Interview Simulation” (CWIS) to complement existing interview training for police officers and help them gain competency in interviewing children. Within the game design, development, and commercializing phases, the research team came across key themes that define the opportunities and challenges of implementing GBL through a police-based learning approach to CPD. The study identified that the successful implantation of Technology-Enhanced learning (TEL) in CPD falls into two broad categories: organizational, which considers learning outcomes, and individual, which considers learning aims and competency. Therefore, for successful implementation of TEL in CPD, ongoing supportive organizational culture that encourages employees and managers to be committed and motivated to implement TEL in CPD is necessary.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121141059","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Player/User Types for Gamification 游戏化的玩家/用户类型
Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-9223-6.ch003
Necati Taşkın, Ebru Kılıç Çakmak
{"title":"Player/User Types for Gamification","authors":"Necati Taşkın, Ebru Kılıç Çakmak","doi":"10.4018/978-1-7998-9223-6.ch003","DOIUrl":"https://doi.org/10.4018/978-1-7998-9223-6.ch003","url":null,"abstract":"Gamification has created great expectations for education and has become a trend in education. It is not an easy process to integrate gamification into educational environments. The design and development phases of gamification are very important. Therefore, it is necessary to follow a model that will guide the process in gamification designs. Individual differences among students are an important factor affecting their learning performance. In this context, considering student characteristics will increase the effect of gamification in education. Personalized gamification designs that meet the needs and expectations of students will be more effective than one-size-fits-all designs. It can benefit from player/user types in gamification designs to identify individual differences. This chapter aims to discuss player/user types in relation to gamification in the context of education.","PeriodicalId":102769,"journal":{"name":"Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations","volume":"98 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133363855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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