Gamification and user types: Reasons why people use gamified services
|
|
- Andrea Berry
- 6 years ago
- Views:
Transcription
1 Gamification and user types: Reasons why people use gamified services Gamification and user types: Reasons why people use gamified services Laura Sciessere University of Kassel Kassel, Germany nd October
2 Gamification and user types: Reasons why people use gamified services Summary ABSTRACT INTRODUCTION PROBLEM STATEMENT AND HYPOTHESES Problem statement Hypotheses Hypotheses about attitude toward the gamified service Hypotheses about continued use of the gamified service THEORETICAL FRAMEWORK Hamari and Koivisto Model Marczewski user types Gamefulness concept REVIEW OF THE LITERATURE METHODOLOGY PLAN OF WORK OVERVIEW OF THE CHAPTERS BIBLIOGRAPHY APPENDIX... 19
3 Gamification and user types: Reasons why people use gamified services ABSTRACT Background of the Study: in recent years, the use of gamification became widespread in many different contexts and, thanks to its applicability as a marketing strategy, it became quite popular in the economic field. In this study, we are going to focus on gamification as a tool to enhance the overall value of the In this context, the main difficulty is due to the consumer s subjective experience that leads to different perceptions of gameful experience. Therefore, it is quite complicated to design and develop an effective gamified service able to engage different types of user. Purpose: in this study we took into consideration Marczewski segmentation of users (Achiever, Socializer, Free Spirit, Philanthropist and Player) to understand which of the motivations that lead users to use gamified services are more effective on attitude toward and continued use of the We study this relevance for each of the segments. Hypotheses: we hypothesize that usefulness, recognition and social influence will have different impacts on attitude toward the gamified service, according to each segment. In the same way, we hypothesize that ease of use, enjoyment and gamefulness will have different impacts on continued use of the gamified service, according to each segment. Methods: for this study, we are going to develop a quantitative analysis through a questionnaire that will be spread online. Conclusions: at the end of the study, we should be able to better target gamified services by differentiating their design accordingly to the preferences of each segment.
4 Gamification and user types: Reasons why people use gamified services 3 1. INTRODUCTION The term gamification refers to the application of game design elements in a non-game context. Originally, the idea of gamification emerged in the digital media industry in 2008, but its application became widespread only in 2010 thanks to the growing attention that was given to this topic by industries and players. Nowadays, gamification is applied in several different contexts, such as educational, health, entrepreneurial, economic, governmental, etc. In this paper, we are taking into consideration gamification in an economic perspective, as it has been praised as a promising strategy. In particular, we are going to focus on the service context to analyse gameplay as a part of a service, in order to improve its value. Gamification from the service perspective is defined as the process of enhancing a service with affordances for gameful experiences in order to support user s overall value creation (Houtari & Hamari, 2012, p. 19). This definition expand the meaning of gamification from a simple set of mechanics to a broad, complete process, in which the gamifier has to increase the gamefulness of the consumer s experiences by the implementation of the service with appropriate affordances, namely different qualities of the service system 1 that increase the gameful experience. In the field of gamification, many researches focus on the outcomes and effects of gamified services on people behaviours. However, there is a lack of empirical studies regarding the motivations that predict the use intentions and the attitude of people towards gamification services (Hamari & Koivisto, 2015). In the service context, the exploration of consumers attitudes and use intentions is crucial as it could lead to a better understanding of the users preferences and inner motivations. The possibility to predict the reasons that lead people to use gamified systems could be strategically important for service providers as it could be a great opportunity to widen the overall usage. There are many insights about the elements and mechanics of gamification that are able to keep the user engaged while using the gamified system (flow, leader-boards, points, scores, etc.), but only few about the reasons why people firstly choose to use (and continue to use) these systems. Gathering both these aspects could help providers in adjusting the gamification service design accordingly to users preferences and expectations, increasing the usage and adding value to the users experience. Nowadays, 1 Service system: an arrangement of resources (including people, technology, information, etc.) connected to other systems by value propositions (Huotari & Hamari, 2012).
5 Gamification and user types: Reasons why people use gamified services 4 the overall design in gamified services cannot be considered only as a minor problem: in 2012 Gartner predicted that by 2014, 80 percent of current gamified applications will fail to meet business objectives and specified that this was primarily driven by the lack of understanding of game design and player engagement strategies. However, the same author stated that gamification, applied with correct game design principles, will have a significant impact in many domains, and in some fields, the use of game mechanics will have a transformational impact (Gartner). Some problems emerge when designing gamified systems. The first difficulty to be faced is that, according to the service marketing theory, the value of a service (in this case, the value of a gamified service) depends exclusively on the customer s personal experience, as service providers can propose only value propositions (Huotari & Hamari, 2012). Consequently, as users have different preferences and inner motivations, what leads to and is perceived as a gameful experience by one user, could lead to a completely different perception in another user. This difficulty affects the capability of developing a fully effective gamification design that could support and enhance the value of the service from the users perspective. In addition to this main problem, we found a lack in the literature regarding the correlation between use intentions and attitude towards gamified services and different consumers/users types. Moreover, the few existing literature studies on this topic were all analysing different variables, thus a unified framework does not exist, yet. This is probably due to the novelty of the topic, as mentioned before, and especially to the recentness of the application of gamification as a tool in the marketing context. For this reason, this paper s purpose is to analyse the existing correlations and influences among the variables that define why people use gamified services (ease of use, usefulness, recognition, social influence, enjoyment and gamefulness) and the user types (Achievers, Socializer, Free Spirit, Philanthropist and Player) (Marczewski, 2015). The aim is to determine which of the previously mentioned variables are the most important in influencing the attitude and the continued use of a gamified service for each user type segment, in order to be able to adopt the most suitable gamification designs to differentiate gamified services according to the different user s targets. In order to reach the goal of the paper, a review of the previous literature was done. Building upon the research model proposed by Hamari & Koivisto, the study describes the variables that lead to an effective gamification service from the user s perspective (Hamari & Koivisto,
6 Gamification and user types: Reasons why people use gamified services ). Then, Marczewski s players types (2015) are take into consideration, and we hypothesize different correlations between these variables and the five user types. 2. PROBLEM STATEMENT AND HYPOTHESES 2.1 Problem statement As mentioned in the introduction, the lack of literature concerning the topic (Conaway & Garay, 2014; Hamari & Koivisto, 2015; Hamari, Koivisto, & Sarsa, 2014) and the user s subjective perception of gameful experience lead to the incapability of developing an effective gamified service that could suit consumer s expectations and increase the service value. The main problem is that gamified solutions and designs that could be used as a tool to better engage customers and enhance the overall value are still quite non-specific. In other words, mechanics elements and gamification aspects such as attitude, use intentions and benefits are used generically without a clear understanding of what really motivates the targeted consumer. Therefore, gamified services do not tailor game design and engagement strategies to the users and this lead to counter-productive effects. Consequently, this paper aims at understanding the reasons why consumers use gamified services with a focus on the different aspects of gamification that most boost the usage of gamified services of each different user type in an effective manner. 2.2 Hypotheses Hypotheses about attitude toward the gamified service We analyse the different characteristics, motivations and behaviour that belong to each of the user type in order to understand which of the Hamari & Koivisto model s variables are more effective than the others in positively influencing the attitude toward a Usefulness is defined as the perceived utility of a system and research suggests that it predicts the use intention in most of the cases where the system is used for utilitarian purposes (Hamari & Koivisto, 2015). As gamified systems contain both hedonic and utilitarian dimensions, we suppose that usefulness has an essential importance in positively influencing each user type s attitude toward the (Marczewski, 2015).
7 Gamification and user types: Reasons why people use gamified services 6 H1a: Usefulness will be effective in positively influencing Achiever s attitude toward the H1b: Usefulness will be effective in positively influencing Socializer s attitude toward the H1c: Usefulness will be effective in positively influencing Free Spirit s attitude toward the H1d: Usefulness will be effective in positively influencing Philanthropist s attitude toward the H1e: Usefulness will be effective in positively influencing Player s attitude toward the Social recognition is defined as the public acknowledge of a person status and merits. In the case of Achievers, behaviour is mostly driven by competition that is related with challenging others and domination. Socializers, as the name suggests, focus on socialization, relationships and interaction as the most important aspects within a game. However, social recognition from other players seems not to be an important influencing factor that drives their behaviour. In fact, their main goals within a game are helping others, making friends, collaborate and find/give support. They are more concerned about self-disclosure and self-actualization, rather than recognition from other players. Free Spirits behaviour is driven by autonomy and self-expression. They depend on their own preferences. Philanthropists are motivated by purpose and meaning. This group is altruistic and enjoy helping other users without expecting any reward. Finally, Players are only motivated by extrinsic rewards (Bartle, 1996; Marczewski, 2015). According to these statements, we formulate the following hypotheses: H2a: Recognition will be effective in positively influencing Achiever s attitude toward the H2b: Recognition will not be effective in positively influencing Socializer s attitude toward the H2c: Recognition will not be effective in positively influencing Free Spirit s attitude toward the
8 Gamification and user types: Reasons why people use gamified services 7 H2d: Recognition will not be effective in positively influencing Philanthropist s attitude toward the H2e: Recognition will not be effective in positively influencing Player s attitude toward the The third variable influencing user s attitude is Social Influence and it is defined as the degree to which an individual perceives that important others believe he or she should use the new system (Venkatesh, Morris, Davis, & Davis, 2003). As one of Achievers characteristic is giving importance to other player s perception about them and about their status (especially from Socializers), we suppose that Social Influence will have a great effect in their attitude toward the As mentioned in the previous paragraph, Socializers commit themselves to socialization, relationships creation and teamwork. We then suppose that if important others believe that the Socializer should use a service system, he or she would be particularly keen on being influenced by them. Socialization and relationship building results quite important for Philanthropists, too. On the contrary, Free Spirits and Players does not consider this variable as fundamental as the first one is motivated mostly by autonomy and the second one focus is experience on rewards (Bartle, 1996; Marczewski, 2015). Consequently: H3a: Social Influence will be effective in positively influencing Achiever s attitude toward the H3b: Social Influence will be effective in positively influencing Socializer s attitude toward the H3c: Social Influence will not be effective in positively influencing Free Spirit s attitude toward the H3d: Social Influence will be effective in positively influencing Philanthropist s attitude toward the H3e: Social Influence will not be effective in positively influencing Player s attitude toward the
9 Gamification and user types: Reasons why people use gamified services Hypotheses about continued use of the gamified service In this section, we analyse the different characteristics, motivations and behaviour that belong to each of the user type in order to understand which of the Hamari & Koivisto model s variables are more effective than the others in positively influencing the continued use of a Ease of use is the degree of ease associated with the use of the system (Venkatesh et al., 2003). Achievers and Socializer tend to need a structure around them. Achievers prefer welldesigned and precise tasks while Socializers tend to give more importance to the social features, rather than the game itself. On the contrary, Free Spirits are driven by discovery motivations: they want to understand the game, discover hidden easter-eggs and unknown glitches and they see these actions as a challenge. For these reasons, we suppose that Explorers are not strongly influenced by the ease of use of a service. In the same way, also Philanthropists do not need a defined structure and, regarding Players, as we mentioned before they are mostly driven by the need of getting rewards (Chou, 2013; Marczewski, 2015). H4a: Ease of use will be effective in positively influencing Achiever s continued use of the H4b: Ease of use will be effective in positively influencing Socializer s continued use of the H4c: Ease of use will not be effective in positively influencing Free Spirit s continued use of the H4d: Ease of use will not be effective in positively influencing Philanthropist s continued use of the H4e: Ease of use will not be effective in positively influencing Player s continued use of the Enjoyment is part of the hedonic motivations and, as gamified services have an important hedonic dimension (Hamari & Koivisto, 2015), we suppose that it positively influences Socializers, Free Spirits and Philanthropists in the continued use of the Achievers and Players in this case are an exception as the first type persist in completing
10 Gamification and user types: Reasons why people use gamified services 9 routinized challenges that other players don t perceive fun at all and the second is only motivated by extrinsic rewards (Bartle, 1996; Marczewski, 2015). H5a: Enjoyment will not be effective in positively influencing Achiever s continued use of the H5b: Enjoyment will be effective in positively influencing Socializer s continued use of the H5c: Enjoyment will be effective in positively influencing Free Spirit s continued use of the H5d: Enjoyment will be effective in positively influencing Philanthropist s continued use of the H5e: Enjoyment will not be effective in positively influencing Player s continued use of the Gamefulness has a positive impact on continued use of the gamified service and it depends on the effectiveness of the game mechanics (Deterding, Dixon, Khaled, & Nacke, 2011). We hypothesise: H6a: Gamefulness will not be effective in positively influencing Achiever s continued use of the gamified service H6b: Gamefulness will be effective in positively influencing Socializer s continued use of the H6c: Gamefulness will be effective in positively influencing Free Spirit s continued use of the H6d: Gamefulness will be effective in positively influencing Philanthropist s continued use of the H6e: Gamefulness will not be effective in positively influencing Player s continued use of the
11 Gamification and user types: Reasons why people use gamified services THEORETICAL FRAMEWORK 3.1 Hamari and Koivisto Model In Hamari & Koivisto s research model (Hamari & Koivisto, 2015), attitude toward a gamified service and continued use define an effective According to this model, attitude is positively associated with: Usefulness (belonging to utilitarian aspects) Recognition (belonging to social aspects) Social Influence (belonging to social aspects) Continued use is positively associated with: Ease of use (belonging to utilitarian aspects) Enjoyment (belonging to hedonic aspects) Playfulness (belonging to hedonic aspects) Attitude then positively influences continued use. In UTAUT and UTAUT2 models (Venkatesh et al., 2003; Viswanath Venkatesh, Thong, & Xu, 2012), that were developed to understand the use and acceptance of technology, Venkatesh specifies that these variables are moderated, and thus are influenced, by gender, age and experience. In particular: Utilitarian aspects such as performance expectancy (it could be considered as usefulness) is moderated by age and gender. Effort expectancy (it could be considered as ease of use) is moderated by age, gender and experience. Social aspects (Venkatesh focuses only on Social influence) are moderated by age, gender and experience. Hedonic aspects in general are moderated by age, gender and experience. In other words, all of these variables are strongly influenced by users demographic characteristics. For this paper, we first supposed that the over mentioned variables are influenced also by user types and not only by demographic aspects. 3.2 Marczewski user types Regarding personality types, we based our segmentation on Marczewski user types (Marczewski, 2015). This theory was in part developed in conjunction with Bartle, who
12 Gamification and user types: Reasons why people use gamified services 11 previously developed another segmentation of player types (Bartle, 1996). According to Marczewski segmentation, there are six different user types. In brief: Achievers are users driven by mastery motivations. They continuously need to improve themselves and are motivated by challenges. Socializers are users motivated by relatedness. They give importance to social aspects and seek to create social connections and relationships. Free Spirits are users motivated by autonomy and self-expression. They prefer to create and explore. Philanthropists are driven by purpose and meaning motivations. They are altruistic and seek to help other users without expecting any reward. Players are motivated by extrinsic rewards. They will use gamified services and do what is needed only if they expect a reward from the system. Disruptors are motivated by change and aim to disrupt and change the system both in a positive or negative way. They are categorized as a group of people that are not willing to play and thus use the system (Marczewski, 2015). As in this study we are focusing on the motivations that lead users to use gamified services, we are not taking into consideration this category. 3.3 Gamefulness concept In Hamari & Koivisto model, playfulness influence the continued use toward a gamification service. Game studies are usually based on the concepts of paidia ( playing ) and ludus ( gaming ). The former concept denotes a more freeform, expressive, improvisational, even tumultuous recombination of behaviours and meanings, while the latter captures playing structured by rules and competitive strife toward goals. Thus, game could be considered as a subcategory of play. Gamification is a tool that mostly focuses on game design elements that are regulated by rules and oriented toward goals with little space for free-form play. Therefore, the concept of gamification relates to game and not to play (Deterding et al., 2011). Consequently, we substitute the variable playfulness with gamefulness, as suggested from Deterding, restricting the wide field of play to the more specific and adapt field of game. Gamefulness of the user is influenced by game design and game mechanics. However, similarly to the other variables, the effect of game mechanics and design on continued use of the service depends on what is able to keep users motivated. Therefore, we suggested that the effectiveness of the game mechanics depend on the personality types.
13 Gamification and user types: Reasons why people use gamified services REVIEW OF THE LITERATURE TOPIC Acceptance and use of technology Acceptance and use of technology Design of gamification Design of gamification Gamification in service marketing TITLE User acceptance of information technology: Toward a unified view Consumer acceptance and use of information technology: Extending the unified theory of acceptance and use of technology Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service From game design elements to gamefulness: defining gamification. Defining gamification: a service marketing perspective AUTHOR(S) and SOURCE Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. MIS quarterly, Venkatesh, V., Thong, J.Y., & Xu, X. MIS quarterly, 36(1), Hamari, J. Electronic commerce research and applications, 12(4), Deterding, S., Dixon, D., Khaled, R., & Nacke, L. Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9-15). ACM Huotari, K., & Hamari, J. Proceeding of the 16th International Academic MindTrek Conference (pp ). ACM YEAR (2003) (2012) (2013) (2011) (2012) CONTENT Performance expectancy, effort expectancy and social influence determine behavioural intention to use a technology. Behavioural intentions and facilitating conditions determine technology use. Age, gender, experience and voluntariness moderate technology acceptance and use. In addition to UTAUT s variables, hedonic motivation, price value and habit are defined as important determinants of technology acceptance and use in a consumer context. Gender, age and experience moderate the effects on technology use and acceptance. The article analyses the effects of gamification mechanisms (badges and social comparison) on usage activity, quality and social interaction in a peer-topeer service. The article defines the concept of gamefulness and distinguishes between the idea of playing (paidia) and gaming (ludus). Identification of game elements for gamification design on different level of abstraction: Game interface design patterns Game design patterns and mechanics Game design principles and heuristic Game models Game design methods. Definition of gamification and service marketing. The sensation of gamefulness is not unique and it depends on users/gamers characteristics. Thus, gamification is not strictly connected to specific mechanics, but it s a process in which the gamifier attempts to increase the likelihood of gameful experiences by exploiting adequate affordances. Definition of four gamification providers: Core service Third parties
14 Gamification and user types: Reasons why people use gamified services 13 Gamification in service marketing Gamification Theory Gamification Theory Motivations to use gamification Motivations to use gamification User Types User Types Gamification and service marketing Does gamification work? A literature review of empirical studies on gamification. Is it all a game? Understanding the principles of gamification Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise Why do people use gamification services? Hearts, clubs, diamonds, spades: Players who suit MUDs. Even Ninja Monkeys Like to Play: Gamification, Conaway, R., & Garay, M. C. SpringerPlus, 3(1), 653. Hamari, J., Koivisto, J., & Sarsa, H. System Sciences (HICSS), th Hawaii International Conference on (pp ). IEEE. Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. Business Horizons. Hamari, J., & Koivisto, J. ECIS (p. 105). Hamari, J., & Koivisto, J. International Journal of Information Management, 35(4), Bartle, R. Journal of MUD research, 1(1), 19 Marczewski, M.A.C. CreateSpace Independent (2014) (2014) (2015) (2013) (2015) (1996) (2015) The customer him/herself Another customer. The paper compare service marketing websites and characteristics of consumers who engage with gamification platforms. Four characteristics in gamification platforms attract consumers: Progress paths Feedback and reward Social connection Attractiveness Literature review that analyses motivational affordances and psychological and behavioural outcomes that derive from the application of gamification in different contexts. Gamification produces positive effects and benefits according to the majority of the analysed cases. Definition of gamification. Reasons why gamification is effective: reinforcement and emotions. Principles of gamification: Mechanics Dynamics Emotions Parties involved in gamification process: Designers Players Spectators Observer. The paper analyses how social motivations influence the attitude and the continued use of a The results suggest that social motivations (social influence, recognition, reciprocal benefits and network exposure) are strong predictors in this context. The article analyses the perceived benefits that motivate people in using gamified services, distinguishing between utilitarian, hedonic and social aspects. The results suggest that hedonic aspects drive the actual use of the service while utilitarian and social aspects influence the attitude towards gamified services, and through attitude, have an affect use intentions. Definition of four types of player: Achiever Socializer Explorer Killer Definition and theory about user types and motivations. Achiever Socializer
15 Gamification and user types: Reasons why people use gamified services 14 User Types Game Thinking and Motivational Design (1 edition). The HEXAD Gamification User Types Questionnaire: Background and Development Process Publishing Platform. Lisa Diamond, G. F. T. (2015) Free spirit Philanthropist Player Development of a model to classify users of gamified systems. 5. METHODOLOGY For this study we are going to effectuate a quantitative research. It will be implemented through an online questionnaire that will be spread online. Setting: the study will take place in Germany, but the questionnaire will be spread online. Therefore, different nationalities will be included in the research. Procedure: data will be collected through an online questionnaire, with close questions. The sample of the questionnaire will be composed by people that already use gamified services between 18 and 55 years old in order to take into consideration. Structure of the questionnaire: At the beginning of the questionnaire, we will try to understand if respondents already used or are using a For this purpose, a definition and some examples of the most famous gamified services will be given. Respondents will have to select which services they use. Only respondents that have experience with gamified services will be take into consideration for the study. In the second part of the survey, in order to analyse the attitude towards gamified services, we are going to ask questions about usefulness, recognition and social influence. For this purpose, we will use already existing scales (Hamari & Koivisto, 2015), adjusting them accordingly to our study. In the third part, continued use of the gamified service will be analysed. Once again, we are going to use the already existing scales to measure ease of use, enjoyment and gamefulness (Hamari & Koivisto, 2015). The aim of the fourth part of the questionnaire will be to understand the respondent s user type. Also in this case, an already existing scale will be used (Lisa Diamond, 2015).
16 Gamification and user types: Reasons why people use gamified services 15 Data analysis: quantitative research, close questions, scales. 6. PLAN OF WORK PERIOD ACTIVITY DESCRIPTION TO Exposé Definition of the topic, literature review, hypotheses adjustment, development of the exposé TO TO TO Development of the research design Survey and writing Analysis of the results Design and test of the questionnaire Run the survey and writing of the first part of the thesis: introduction, problem statement and hypotheses, literature review and theoretical framework, research methodology Analysis of the results of the survey TO Results and conclusions Writing results and conclusions
17 Gamification and user types: Reasons why people use gamified services OVERVIEW OF THE CHAPTERS Abstract 1. INTRODUCTION 2. PROBLEM STATEMENT 3. LITERATURE REVIEW AND THEORETICAL FRAMEWORK 3.1 Definition of gamification 3.2 Gamification in service marketing context 3.3 Hamari & Koivisto Model Substitution of Playfulness and paidia vs. ludus theory 3.4 Marczewski user types 4. HYPOTHESES 4.1 Hypothesis Achiever user type Socializer user type Free Spirit user type Philanthropist user type Player user type 5. RESEARCH METHODOLOGY 5.1 Method: Questionnaire 5.2 Setup 5.3 Execution 6. RESULTS 7. CONCLUSION 8. BIBLIOGRAPHY
18 Gamification and user types: Reasons why people use gamified services BIBLIOGRAPHY Bartle, R. (1996). Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs. Journal of MUD Research. Chou, Y. (2013, June 6). User and Player Types in Gamified Systems. Retrieved from Conaway, R., & Garay, M. C. (2014). Gamification and service marketing. SpringerPlus, 3(1), Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From Game Design Elements to Gamefulness: Defining Gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9 15). New York, NY, USA: ACM. Gartner. (n.d.). Gartner Says by 2014, 80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives Primarily Due to Poor Design. Retrieved 22 September 2015, from Hamari, J., & Koivisto, J. (2015). Why do people use gamification services? International Journal of Information Management, 35(4), Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does Gamification Work? A Literature Review of Empirical Studies on Gamification. In Proceedings of the th Hawaii International Conference on System Sciences (pp ). Washington, DC, USA: IEEE Computer Society. Huotari, K., & Hamari, J. (2012). Defining Gamification: A Service Marketing Perspective. In Proceeding of the 16th International Academic MindTrek Conference (pp ). New York, NY, USA: ACM.
19 Gamification and user types: Reasons why people use gamified services 18 Lisa Diamond, G. F. T. (2015). The HEXAD Gamification User Types Questionnaire: Background and Development Process. Marczewski, M. A. C. (2015). Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design (1 edition). CreateSpace Independent Publishing Platform. Venkatesh, V., Morris, M. G., Davis, G. B., & Davis, F. D. (2003). User Acceptance of Information Technology: Toward a Unified View. MIS Quarterly, 27(3), Viswanath Venkatesh, Thong, J. Y. L., & Xu, X. (2012). Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology (SSRN Scholarly Paper No. ID ). Rochester, NY: Social Science Research Network. Retrieved from
20 Gamification and user types: Reasons why people use gamified services APPENDIX Usefulness Achiever Attitude Recognition Social influence Ease of use Socializer Free Spirit Continued use Enjoyment Philanthropist Gamefulness Player Complete model: adapted from Why do people use gamification services? Hamari, J., & Koivisto, J. International Journal of Information Management, (2015) and Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design Marczewski, M.A.C (2015).
Gamification in Tourism Advertising: Game Mechanics and Practices
Gamification in Tourism Advertising: Game Mechanics and Practices Ye (Sandy) Shen and Marion Joppe School of Hospitality, Food & Tourism Management University of Guelph, Canada yshen04@uoguelph.ca Abstract
More informationA method to support gamification design practice with motivation analysis and goal modeling
A method to support gamification design practice with motivation analysis and goal modeling Xiaozhou Li University of Tampere, Finland xiaozhou.li@uta.fi Abstract: Gamification has been trending in both
More informationTHROUGH GAMIFICATION
INCREASING COLLECTIVE CREATIVITY THROUGH GAMIFICATION Aelita Skaržauskienė Marius Kalinauskas PROBLEM & PURPOSE Problem question: can gamification be used in fostering collective creativity and how it
More informationWhat Factors Affect General Aviation Pilot Adoption of Electronic Flight Bags?
National Training Aircraft Symposium (NTAS) 2017 - Training Pilots of the Future: Techniques & Technology Aug 14th, 9:00 AM - 10:15 AM What Factors Affect General Aviation Pilot Adoption of Electronic
More informationPresented by Menna Brown
Presented by Menna Brown Gamification and Adherence to Web-based based Mental Health Interventions: A Systematic Review Theme: Protecting and Improving the Public s Health Authors Menna Brown, Noelle O
More informationFrom game design elements to Gamefulness. Defining Gamification
From game design elements to Gamefulness Defining Gamification Gamification The use of game design elements in non-game context. This commercial deployment of gamified applications to large audiences potentially
More informationSME Adoption of Wireless LAN Technology: Applying the UTAUT Model
Association for Information Systems AIS Electronic Library (AISeL) SAIS 2004 Proceedings Southern (SAIS) 3-1-2004 SME Adoption of Wireless LAN Technology: Applying the UTAUT Model John E. Anderson andersonj@mail.ecu.edu
More informationGamifying a financial overview application
Gamifying a financial overview application Exploring the effects of construal level theory of temporal distance Maud Reijnders MSc 01/2017-017 !!!!!! Master Thesis Gamifying a financial overview application
More informationNew Challenges of immersive Gaming Services
New Challenges of immersive Gaming Services Agenda State-of-the-Art of Gaming QoE The Delay Sensitivity of Games Added value of Virtual Reality Quality and Usability Lab Telekom Innovation Laboratories,
More informationToward a Gamified Mobile Application to Improve Eco-Driving: A Design and Evaluation Approach
Toward a Gamified Mobile Application to Improve Eco-Driving: A Design and Evaluation Approach Emergent Research Forum (ERF) Kenan Degirmenci Queensland University of Technology kenan.degirmenci@qut.edu.au
More informationOlder adults attitudes toward assistive technology. The effects of device visibility and social influence. Chaiwoo Lee. ESD. 87 December 1, 2010
Older adults attitudes toward assistive technology The effects of device visibility and social influence Chaiwoo Lee ESD. 87 December 1, 2010 Motivation Long-term research questions How can technological
More informationFactors Influencing Professionals Decision for Cloud Computing Adoption
Factors Influencing Professionals Decision for Cloud Computing Adoption Authors: Suman Kishore Mathur 1, Tejal V Dhulla 2 Assistant Professor - Dr. V. N. Bedekar Institute of Management Studies, Thane
More informationSocial Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise
Association for Information Systems AIS Electronic Library (AISeL) ECIS 2013 Completed Research ECIS 2013 Proceedings 7-1-2013 Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise
More informationINFORMATION TECHNOLOGY ACCEPTANCE BY UNIVERSITY LECTURES: CASE STUDY AT APPLIED SCIENCE PRIVATE UNIVERSITY
INFORMATION TECHNOLOGY ACCEPTANCE BY UNIVERSITY LECTURES: CASE STUDY AT APPLIED SCIENCE PRIVATE UNIVERSITY Hanadi M.R Al-Zegaier Assistant Professor, Business Administration Department, Applied Science
More informationE-commerce Technology Acceptance (ECTA) Framework for SMEs in the Middle East countries with reference to Jordan
Association for Information Systems AIS Electronic Library (AISeL) UK Academy for Information Systems Conference Proceedings 2009 UK Academy for Information Systems 3-31-2009 E-commerce Technology Acceptance
More informationBEHAVIOURAL ANALYSES OF INFORMATION TECHNOLOGY ACCEPTANCE (Case Study: SME s Trade Industrial Sector in Jabodetabek)
BEHAVIOURAL ANALYSES OF INFORMATION TECHNOLOGY ACCEPTANCE (Case Study: SME s Trade Industrial Sector in Jabodetabek) ¹, Teddy Oswari², E. Susy Suhendra³, Ati Harmoni 4 Gunadarma University, Indonesia 1
More informationUser Acceptance of Desktop Based Computer Software Using UTAUT Model and addition of New Moderators
User Acceptance of Desktop Based Computer Software Using UTAUT Model and addition of New Moderators Mr. Aman Kumar Sharma Department of Computer Science Himachal Pradesh University Shimla, India sharmaas1@gmail.com
More informationChapter 4. Research Objectives and Hypothesis Formulation
Chapter 4 Research Objectives and Hypothesis Formulation 77 Chapter 4: Research Objectives and Hypothesis Formulation 4.1 Introduction and Relevance of the Topic The present study aims at examining the
More informationRCAPS Working Paper Series
RCAPS Working Paper Series RWP-16004 The Adoption of Information System for Organic Agricultural Small and Medium Enterprises (SMEs) in Chiang Mai November 17, 2016 Chat Chuchuen* and Sirikul Tulasombat
More informationA Literature Review of Gamification. Karen A. Burns. The University of Alabama
Running Head: A LITERATURE OF GAMIFICATION 1 A Literature Review of Gamification Karen A. Burns The University of Alabama A LITERATURE REVIEW OF GAMIFICATION 2 A Literature Review of Gamification According
More informationDiffusion of Virtual Innovation
Diffusion of Virtual Innovation Mark A. Fuller Washington State University Andrew M. Hardin University of Nevada, Las Vegas Christopher L. Scott Washington State University Abstract Drawing on Rogers diffusion
More informationIdentifying Multiple Categories of Cybersecurity Skills that Affect User Acceptance of Protective Information Technologies
Identifying Multiple Categories of Cybersecurity Skills that Affect User Acceptance of Protective Information Technologies Emergent Research Forum Papers Dinesh S Reddy The University of Texas at San Antonio
More informationThe Usage of Social Networks in Educational Context
The Usage of Social Networks in Educational Context Sacide Güzin Mazman, and Yasemin Koçak Usluel Abstract Possible advantages of technology in educational context required the defining boundaries of formal
More informationMotivation-oriented Scenario-based Gamification Design Method using the User Requirements Notation Modeling. Xiaozhou Li
Motivation-oriented Scenario-based Gamification Design Method using the User Requirements Notation Modeling Xiaozhou Li University of Tampere Faculty of Communication Sciences Internet and Game Studies
More informationElectronic Commerce Research and Applications
Electronic Commerce Research and Applications 12 (2013) 236 245 Contents lists available at SciVerse ScienceDirect Electronic Commerce Research and Applications journal homepage: www.elsevier.com/locate/ecra
More informationAn Integrated Expert User with End User in Technology Acceptance Model for Actual Evaluation
Computer and Information Science; Vol. 9, No. 1; 2016 ISSN 1913-8989 E-ISSN 1913-8997 Published by Canadian Center of Science and Education An Integrated Expert User with End User in Technology Acceptance
More informationDesigning and Testing User-Centric Systems with both User Experience and Design Science Research Principles
Designing and Testing User-Centric Systems with both User Experience and Design Science Research Principles Emergent Research Forum papers Soussan Djamasbi djamasbi@wpi.edu E. Vance Wilson vwilson@wpi.edu
More informationLeibniz Universität Hannover. Masterarbeit
Leibniz Universität Hannover Wirtschaftswissenschaftliche Fakultät Institut für Wirtschaftsinformatik Influence of Privacy Concerns on Enterprise Social Network Usage Masterarbeit zur Erlangung des akademischen
More informationGamifying facility service jobs. - using personnel attitudes and perceptions for designing gamification
Gamifying facility service jobs - using personnel attitudes and perceptions for designing gamification Kati Fager Tampere University of Technology, Finland kati.fager@tut.fi Pauliina Tuomi Tampere University
More informationCCG 360 o Stakeholder Survey
July 2017 CCG 360 o Stakeholder Survey National report NHS England Publications Gateway Reference: 06878 Ipsos 16-072895-01 Version 1 Internal Use Only MORI This Terms work was and carried Conditions out
More informationWho plays mobile games? Player insights to help developers win
Who plays mobile games? Player insights to help developers win June 2017 Mobile games are an essential part of the Android user experience. Google Play commissioned a large scale international research
More informationand R&D Strategies in Creative Service Industries: Online Games in Korea
RR2007olicyesearcheportInnovation Characteristics and R&D Strategies in Creative Service Industries: Online Games in Korea Choi, Ji-Sun DECEMBER, 2007 Science and Technology Policy Institute P Summary
More informationTransforming Homo Economicus into Homo Ludens: a field. experiment on gamification in a utilitarian peer-to-peer trading service
Transforming Homo Economicus into Homo Ludens: a field experiment on gamification in a utilitarian peer-to-peer trading service Juho Hamari (corresponding author) juho.hamari@uta.fi, Tel.: +358 40 835
More informationSGI: A Framework for Increasing the Sustainability of Gamification Impact
SGI: A Framework for Increasing the Sustainability of Gamification Impact Alaa AlMarshedi, Gary B. Wills School of Electronics and Computer Science University of Southampton Southampton, United Kingdom
More informationOnline Public Services Access and the Elderly: Assessing Determinants of Behaviour in the UK and Japan
Online Public Services Access and the Elderly: Assessing Determinants of Behaviour in the UK and Japan Background Governments worldwide are seeking to use information technology to improve service delivery
More informationPredicting the Adoption of an Android-Based Class Record Using the Unified Theory of Acceptance and Use of Technology Model
Predicting the Adoption of an Android-Based Class Record Using the Unified Theory of Acceptance and Use of Technology Model Dave E. Marcial 1 College of Computer Studies, Silliman University, Dumaguete
More informationCHAPTER 8 RESEARCH METHODOLOGY AND DESIGN
CHAPTER 8 RESEARCH METHODOLOGY AND DESIGN 8.1 Introduction This chapter gives a brief overview of the field of research methodology. It contains a review of a variety of research perspectives and approaches
More informationWeb Personalization in Consumer Acceptance of E-Government Services
Role of Web Personalization in Consumer Acceptance of E-Government Services Completed Research Paper Vinodh Krishnaraju Department of Management Studies Indian Institute of Technology, Madras Chennai,
More informationAnalysis of Engineering Students Needs for Gamification
Analysis of Engineering Students Needs for Gamification based on PLEX Model Kangwon National University, saviour@kangwon.ac.kr Abstract A gamification means a use of game mechanism for non-game application
More informationUnderstanding User s Intention to the Continued Use of Digital Library: What Are the Roles of Aesthetics and Information Quality?
Copyright 2017 by the Universiti Teknologi MARA, Kedah All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or any means, electronic,
More informationGamification is the New galynakey September 2014
Gamification is the New Black @ galynakey September 2014 10,000 hours TL;DR 40 Minutes Gamification is FUN YOU can do it! Q: What is that you do? A: I write user documentation. Q: What s that? A: Erm
More informationAssessing the Impact of Concern for Privacy and Innovation Characteristics in the Adoption of Biometric Technologies
Assessing the Impact of Concern for Privacy and Innovation Characteristics in the Adoption of Biometric Technologies Aakash Taneja University of Texas at Arlington Department of Information Systems & Operations
More informationQuiddler Skill Connections for Teachers
Quiddler Skill Connections for Teachers Quiddler is a game primarily played for fun and entertainment. The fact that it teaches, strengthens and exercises an abundance of skills makes it one of the best
More informationSTUDY ON INTRODUCING GUIDELINES TO PREPARE A DATA PROTECTION POLICY
LIBRARY UNIVERSITY OF MORATUWA, SRI LANKA ivsoratuwa LB!OON O! /5~OFIO/3 STUDY ON INTRODUCING GUIDELINES TO PREPARE A DATA PROTECTION POLICY P. D. Kumarapathirana Master of Business Administration in Information
More informationTechnology Adoption: an Interaction Perspective
IOP Conference Series: Materials Science and Engineering PAPER OPEN ACCESS Technology Adoption: an Interaction Perspective To cite this article: Hotna M Sitorus et al 2016 IOP Conf. Ser.: Mater. Sci. Eng.
More informationModeling the Determinants Influencing the Diffusion of Mobile Internet
Journal of Physics: Conference Series Modeling the Determinants Influencing the Diffusion of Mobile Internet To cite this article: Saleh Alwahaishi and Václav Snášel 2013 J. Phys.: Conf. Ser. 423 012037
More informationRunning head: EMPIRICAL GAME DESIGN FOR EXPLORERS 1. Empirical Game Design for Explorers
Running head: EMPIRICAL GAME DESIGN FOR EXPLORERS 1 Empirical Game Design for Explorers John M. Quick Division of Educational Leadership and Innovation Mary Lou Fulton Teachers College Arizona State University
More informationPAGE 02 OUR BRAND POSITIONING
PAGE 02 OUR BRAND POSITIONING PAGE 03 POSITIONING The positioning statement is how our story begins to take shape. It distills what the College of Engineering stands for and captures the characteristics
More informationA Social-Technological Alignment Matrix
A Social-Technological Alignment Matrix Ivo Holanec 1, Christoph Thuemmler 1, 2, Oli Mival 1, Ai Keow Lim 1, Samuel Fricker 3 Edinburgh Napier University 1 Technical University Munich 2 Blekinge Institute
More informationKRZYSZTOF MARTENS OPENING LEAD
KRZYSZTOF MARTENS OPENING LEAD GARSŲ PASAULIS Vilnius 2007 THEORY OF OPENING LEAD 3 THEORY OF OPENING LEAD Winning defence does not require exceptional skills or knowledge. Mistakes in this element of
More informatione-social Science as an Experience Technology: Distance From, and Attitudes Toward, e-research
e-social Science as an Experience Technology: Distance From, and Attitudes Toward, e-research William H. Dutton 1, Eric T. Meyer 1 1 Oxford Internet Institute, University of Oxford, UK Email address of
More informationTowards a Software Engineering Research Framework: Extending Design Science Research
Towards a Software Engineering Research Framework: Extending Design Science Research Murat Pasa Uysal 1 1Department of Management Information Systems, Ufuk University, Ankara, Turkey ---------------------------------------------------------------------***---------------------------------------------------------------------
More informationTowards Gamification Analytics - Requirements for Monitoring and Adapting Gamification Designs
Towards Gamification Analytics - Requirements for Monitoring and Adapting Gamification Designs Benjamin Heilbrunn 1, Philipp Herzig 1, Alexander Schill 2, 1 SAP AG, Chemnitzer Straße 48, 01187 Dresden,
More informationCS449/649: Human-Computer Interaction
CS449/649: Human-Computer Interaction Winter 2018 Lecture XX Anastasia Kuzminykh User Centered Design Process January 4 - March 1 History of user centered design in HCI March 6, March 8 Course Review March
More informationMaximizing Effectiveness of Educational Games through Gaming Experience
Maximizing Effectiveness of Educational Games through Gaming Experience Devin Burnes dburnes@clemson.edu John Butchko jbutcko@gmail.com Spencer Patrick spatric@clemson.edu James Wells jawells@clemson.edu
More informationIntroduction. Data Source
Introduction The emergence of digital technologies including the Internet, smartphones, tablets and other digital devices has increased both the complexity of the core definition of this construct, the
More information1 Dr. Norbert Steigenberger Reward-based crowdfunding. On the Motivation of Backers in the Video Gaming Industry. Research report
1 Dr. Norbert Steigenberger Reward-based crowdfunding On the Motivation of Backers in the Video Gaming Industry Research report Dr. Norbert Steigenberger Seminar for Business Administration, Corporate
More informationUNDERSTANDING TECHNOLOGY ADOPTION IN THE HOUSEHOLD CONTEXT: A COMPARISON OF SEVEN THEORETICAL MODELS
Association for Information Systems AIS Electronic Library (AISeL) ECIS 2012 Proceedings European Conference on Information Systems (ECIS) 5-2-2012 UNDERSTANDING TECHNOLOGY ADOPTION IN THE HOUSEHOLD CONTEXT:
More informationPerceptions of Sunk Cost and Habitual IS Use
Association for Information Systems AIS Electronic Library (AISeL) AMCIS 2011 Proceedings - All Submissions 8-5-2011 Jeffrey A. Clements Florida State University, jac10f@fsu.edu Ashley A. Bush Florida
More informationDr hab. Michał Polasik. Poznań 2016
Toruń, 21 August 2017 Dr hab. Michał Polasik Financial Management Department Faculty of Economic Sciences and Management Nicolaus Copernicus University in Toruń Evaluation of the doctoral thesis of Laith
More informationTechnological and Institutional Perspectives of Women s IT Entrepreneurial Intention in Saudi Arabia
Technological and Institutional Perspectives of Women s IT Entrepreneurial Intention in Saudi Arabia Asma I Aleidi University of Technology Sydney, Australia Asma.I.Aleidi@student.uts.edu.au Emergent Research
More informationYen, Barbara, Mulley, Corinne, Burke, Matthew, Washington, Simon
'Gamification' in transport interventions Author Yen, Barbara, Mulley, Corinne, Burke, Matthew, Washington, Simon Published 2016 Conference Title Australasian Transport Research Forum 2016 Proceedings
More informationBiometrics Acceptance - Perceptions of Use of Biometrics
Association for Information Systems AIS Electronic Library (AISeL) ACIS 2004 Proceedings Australasian (ACIS) December 2004 Biometrics Acceptance - Perceptions of Use of Biometrics Angela Chau University
More informationEmpirical Research Regarding the Importance of Digital Transformation for Romanian SMEs. Livia TOANCA 1
Empirical Research Regarding the Importance of Digital Transformation for Romanian SMEs Livia TOANCA 1 ABSTRACT As the need for digital transformation becomes more and more self-evident with the rapid
More informationESS Round 8 Question Design Template New Core Items
ESS Round 8 Question Design Template New Core Items Concept: Internet use Question expert: Rachel Gibson and Marta Cantijoch Cunill, University of Manchester Aim To develop a new item for the ESS core
More informationRelationship Between Everyday Health Information Literacy and Attitudes Towards Mobile Technology Among Older People
Relationship Between Everyday Health Information Literacy and Attitudes Towards Mobile Technology Among Older People Heidi Enwald*, Noora Hirvonen, Maarit Kangas, Niina Keränen, Timo Jämsä, Isto Huvila
More informationUniversity of Dundee. Design in Action Knowledge Exchange Process Model Woods, Melanie; Marra, M.; Coulson, S. DOI: 10.
University of Dundee Design in Action Knowledge Exchange Process Model Woods, Melanie; Marra, M.; Coulson, S. DOI: 10.20933/10000100 Publication date: 2015 Document Version Publisher's PDF, also known
More informationMethodology for involving elderly people in social networking
Methodology for involving elderly people in social networking Claudia Hildebrand Institute for Biological and Medical Imaging WG Medis Medical Informationsystems Content Introduction to the project Overwiew
More informationBeyond Innovation Characteristics: Effects of Adopter Categories on the Acceptance Outcomes of Online Shopping
Association for Information Systems AIS Electronic Library (AISeL) AMCIS 2004 Proceedings Americas Conference on Information Systems (AMCIS) December 2004 Beyond Innovation Characteristics: Effects of
More informationLOYALTY, MOTIVATIONAL AND GAMIFICATION PLATFORMS FOR BUSINESS
LOYALTY, MOTIVATIONAL AND GAMIFICATION PLATFORMS FOR BUSINESS GAMIFICATION HAS MORE THAN ONE NAME When we talk about the topic of gamification, it turns out that every one of us has a different idea of
More informationDipa Vengurlekar 1, Seema Mehta Introduction. address (D. Vengurlekar), (S.
International Journal of Wireless Communications, Networking and Mobile Computing 2018; 5(1): 1-6 http://www.aascit.org/journal/wcnmc ISSN: 2381-1137 (Print); ISSN: 2381-1145 (Online) Empirical Validation
More informationIT ADOPTION MODEL FOR HIGHER EDUCATION
IT ADOPTION MODEL FOR HIGHER EDUCATION HERU NUGROHO Telkom University, School of Applied Science, Information System Study Program, Bandung E-mail: heru@tass.telkomuniversity.ac.id ABSTRACT Information
More informationThe Surprising Lack of Effect of Privacy Concerns on Intention to Use Online Social Networks
Association for Information Systems AIS Electronic Library (AISeL) AMCIS 2011 Proceedings - All Submissions 8-5-2011 The Surprising Lack of Effect of Privacy Concerns on Intention to Use Online Social
More informationHow is Gamification Perceived in Health and Wellness Technology Companies: Views from Four Companies of Different Size
Association for Information Systems AIS Electronic Library (AISeL) MCIS 2016 Proceedings Mediterranean Conference on Information Systems (MCIS) 2016 How is Gamification Perceived in Health and Wellness
More informationTo Gamify or Not to Gamify? Gamification in Exercise Applications and Its Role in Impacting Exercise Motivation
29 th Bled econference Digital Economy June 19-22, 2016; Bled, Slovenia To Gamify or Not to Gamify? Gamification in Exercise Applications and Its Role in Impacting Exercise Motivation Tuomas Kari University
More informationAn Empirical Investigation of Cloud Computing for Personal Use
Association for Information Systems AIS Electronic Library (AISeL) MWAIS 2010 Proceedings Midwest (MWAIS) 5-2010 An Empirical Investigation of Cloud Computing for Personal Use Paul Ambrose University of
More informationA STUDY OF UNDERGRADUATE USE OF CLOUD COMPUTING APPLICATIONS: SPECIAL REFERENCE TO GOOGLE DOCS.
A STUDY OF UNDERGRADUATE USE OF CLOUD COMPUTING APPLICATIONS: SPECIAL REFERENCE TO GOOGLE DOCS. Irshad, M. B. M Department of Management & Information Technology South Eastern University of Sri Lanka Md.
More informationInfrastructure for Systematic Innovation Enterprise
Valeri Souchkov ICG www.xtriz.com This article discusses why automation still fails to increase innovative capabilities of organizations and proposes a systematic innovation infrastructure to improve innovation
More informationDevelopment of an Acceptance Theory for Digital Financial Services. Masterarbeit
Development of an Acceptance Theory for Digital Financial Services Masterarbeit zur Erlangung des akademischen Grades Master of Science (M. Sc.) im Studiengang Wirtschaftswissenschaft der Wirtschaftswissenschaftlichen
More informationPROJECT FACT SHEET GREEK-GERMANY CO-FUNDED PROJECT. project proposal to the funding measure
PROJECT FACT SHEET GREEK-GERMANY CO-FUNDED PROJECT project proposal to the funding measure Greek-German Bilateral Research and Innovation Cooperation Project acronym: SIT4Energy Smart IT for Energy Efficiency
More informationEuropean Perspectives on Privacy in the Sharing Economy
Report from the EU H2020 Research Project Ps2Share: Participation, Privacy, and Power in the Sharing Economy European Perspectives on Privacy in the Sharing Economy Giulia Ranzini, VU Free University Amsterdam
More informationProcedia - Social and Behavioral Sciences 210 ( 2015 ) 43 51
Available online at www.sciencedirect.com ScienceDirect Procedia - Social and Behavioral Sciences 210 ( 2015 ) 43 51 4 th International Conference on Leadership, Technology, Innovation and Business Management
More informationCOUNTRY: Questionnaire. Contact person: Name: Position: Address:
Questionnaire COUNTRY: Contact person: Name: Position: Address: Telephone: Fax: E-mail: The questionnaire aims to (i) gather information on the implementation of the major documents of the World Conference
More informationHELPING BIOECONOMY RESEARCH PROJECTS RAISE THEIR GAME
HELPING BIOECONOMY RESEARCH PROJECTS RAISE THEIR GAME An early glimpse into the lessons learnt from ProBIO 1 FOREWORD The fascinating experience of ProBIO This brochure comes as the ProBIO project is reaching
More informationInternet usage behavior of Agricultural faculties in Ethiopian Universities: the case of Haramaya University Milkyas Hailu Tesfaye 1 Yared Mammo 2
Internet usage behavior of Agricultural faculties in Ethiopian Universities: the case of Haramaya University Milkyas Hailu Tesfaye 1 Yared Mammo 2 1 Lecturer, Department of Information Science, Haramaya
More informationDeterminants of E-commerce Adoption. among Malaysian SMEs
Determinants of E-commerce Adoption among Malaysian SMEs Khairul Anwar Bin Mohamad Zaki Bachelor of Mechanical Engineering Purdue University West Lafayette, Indiana United States of America 2005 Submitted
More informationCHI 2013: Changing Perspectives, Paris, France. Work
Gamification @ Work Janaki Kumar (moderator) 3420 Hillview Avenue Palo Alto, CA 94304. USA janaki.kumar@sap.com Mario Herger 3420 Hillview Avenue Palo Alto, CA 94304. USA Mario.herger@sap.com Sebastian
More informationThe Use of Gamification in Higher Education: An Empirical Study
The Use of Gamification in Higher Education: An Empirical Study István Varannai Department of Information Technology University of Miskolc Miskolc, Hungary Peter Sasvari Institute of E-Government National
More informationSystem Characteristic Facilitates the Acceptance of Information Technology in Middle East culture
International Journal of Business and Social Science Vol. 5, No. 6(1); May 2014 System Characteristic Facilitates the Acceptance of Information Technology in Middle East culture Dr. Sami Mohamed Al Haderi
More informationAN EMPIRICAL ANALYSIS OF THE TECHNOLOGY CAMEL
AN EMPIRICAL ANALYSIS OF THE TECHNOLOGY CAMEL Wallace A. Wood, Bryant University, wwood@bryant.edu Suhong Li, Bryant University, sli@bryant.edu ABSTRACT The new technology product adoption lifecycle (TALC)
More informationFree and Open Source Software Adoption Framework for Swiss Small and Medium Sized Tourist Enterprises
Free and Open Source Software Adoption Framework for Swiss Small and Medium Sized Tourist Enterprises Sanjay Chib a France Cheong a a School of Business Information Technology Royal Melbourne Institute
More informationWireless B2B Mobile Commerce: A Study on the Usability, Acceptance, and Process Fit
Wireless B2B Mobile Commerce: A Study on the Usability, Acceptance, and Process Fit Submitted to: The Workshop on Ubiquitous Computing Environments Michele L. Gribbins, Judith Gebauer, Michael J. Shaw
More informationCan the Success of Mobile Games Be Attributed to Following Mobile Game Heuristics?
Can the Success of Mobile Games Be Attributed to Following Mobile Game Heuristics? Reham Alhaidary (&) and Shatha Altammami King Saud University, Riyadh, Saudi Arabia reham.alhaidary@gmail.com, Shaltammami@ksu.edu.sa
More informationThis paper utilizes the technology acceptance model (TAM) to uncover the moderating roles of
Madison N. Ngafeeson* Walker L. Cisler College of Business, Northern Michigan University, 1401 Presque Isle Ave, Marquette, MI 49855 Email: mngafees@nmu.edu Tel.: 906-227-2699 *Corresponding author Jun
More informationMECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL REALITY TECHNOLOGIES
INTERNATIONAL CONFERENCE ON ENGINEERING AND PRODUCT DESIGN EDUCATION 4 & 5 SEPTEMBER 2008, UNIVERSITAT POLITECNICA DE CATALUNYA, BARCELONA, SPAIN MECHANICAL DESIGN LEARNING ENVIRONMENTS BASED ON VIRTUAL
More informationCONTENTS FOREWORD... VII ACKNOWLEDGMENTS... IX CONTENTS... XI LIST OF FIGURES... XVII LIST OF TABLES... XIX LIST OF ABBREVIATIONS...
CONTENTS FOREWORD... VII ACKNOWLEDGMENTS... IX CONTENTS... XI LIST OF FIGURES... XVII LIST OF TABLES... XIX LIST OF ABBREVIATIONS... XXI 1 INTRODUCTION... 1 1.1 Problem Definition... 1 1.2 Research Gap
More informationImpact of Perceived Desirability, Perceived Feasibility and Performance Expectancy on Use of IT Innovation
Impact of Perceived Desirability, Perceived Feasibility and Performance Expectancy on Use of IT Innovation Sedigheh Moghavvemi, Phoong Seuk Wai, Lee Su Teng Abstract Theoretical perspectives from the field
More informationGamification of the work floor: A literature review of gamifying production and logistics operations
Proceedings of the 51 st Hawaii International Conference on System Sciences 2018 Gamification of the work floor: A literature review of gamifying production and logistics operations Harald Warmelink NHTV
More informationReport Career Values I
Report Career Values I Name Consultant John Example Voorbeeld Adviseur Date completed 16-03-2015 Introduction Career values are personal features that determine whether you find certain jobs motivating.
More informationInterdisciplinary Approaches and Methods for Sustainable Transformation and Innovation
Sustainability 2015, 7, 3977-3983; doi:10.3390/su7043977 Editorial OPEN ACCESS sustainability ISSN 2071-1050 www.mdpi.com/journal/sustainability Interdisciplinary Approaches and Methods for Sustainable
More information