E-Book, Englisch, 166 Seiten
Reihe: Progress in IS
Stieglitz / Lattemann / Robra-Bissantz Gamification
1. Auflage 2017
ISBN: 978-3-319-45557-0
Verlag: Springer Nature Switzerland
Format: PDF
Kopierschutz: 1 - PDF Watermark
Using Game Elements in Serious Contexts
E-Book, Englisch, 166 Seiten
Reihe: Progress in IS
ISBN: 978-3-319-45557-0
Verlag: Springer Nature Switzerland
Format: PDF
Kopierschutz: 1 - PDF Watermark
This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections - each containing several cases - that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
Dr. Stefan Stieglitz is professor and head of the research group for Professional Communication in Electronic Media / Social Media at University of Duisburg-Essen, Germany. His work has been published in reputable journals including Journal of Management Information System (JMIS), Business & Information Systems Engineering (BISE), International Journal of Social Research Methodology, and Management Information Systems Quarterly Executive (MISQE). In his research, he investigates user behaviour and technology adaption of information systems in organisational contexts.
Dr. Christoph Lattemann is professor of Business Administration and Information Management at Jacobs University Bremen, Germany. His research encompasses the two major global trends: Digital Transformation and Globalization. He is the founder and director of the Design Thinking Lab at Jacobs University - the D-Forge, and director of the Jacobs Research Center for the Studies of China and Globalization.
He held Visiting Scholar positions at Harvard University, JFK School of Governance and Stanford University. He has published 7 books and more than 150 articles. He has taught courses in top international MBA programs and Universities. Formerly he held senior positions in project management in the financial industry at the German Stock Exchange and is still consulting governmental institutions and companies.
Dr. Susanne Robra-Bissantz is full professor of Business Information Systems Research at Technische Universität Braunschweig, Germany, since 2007. There she holds the chair of Information Management. Her research focusses on innovative and customer oriented E-Services, with special interest in collaboration mechanisms for social media, context sensitivity, service design and service-eco-systems. She has published more than 100 peer-reviewed papers and acquired multiple projects (more than 2 Mio Euro) from industry and public funding. Before that she did her habilitation and Ph.D. at University Erlangen-Nürnberg.Dr. Ruediger Zarnekow holds the Chair for Information and Communication Management at Technische Universitaet Berlin. His research focuses on IT Management, Digital Business Models, Cloud Computing and IT Service Management. Previously, he worked at the Institute of Information Management at the University of St. Gallen, Switzerland, where he lead the competence center 'Industrialization of Information Management'. Prof. Zarnekow has been working as a consultant in the area of IT management and digital business models for many years. As an author he has published various books and research articles.
Dr. Tobias Brockmann studied information systems at the University of Muenster and successfully finished his PhD there. He published his research related to the field 'Mobile Enterprise' in academic Journals like the Management of Information Systems Quarterly Executive Journal or the Mobile Information System Journal. Moreover his work was published on international conferences e.g. the European Conference on Information Systems or the American Conference on Information Systems. Dr. Brockmann managed the Competence Center Connected Organization at the University of Duisburg-Essen for two years. Now he is co-founder and Head of Operations at innoscale AG.
Autoren/Hrsg.
Weitere Infos & Material
1;Contents;6
2;About the Editors;8
3;List of Figures;10
4;List of Tables;12
5;Fundamentals, Concepts, and Theories of Gamification;13
6;1 Introduction to Gamification: Foundation and Underlying Theories;14
6.1;Abstract;14
6.2;1.1 Introduction;14
6.3;1.2 Foundation;16
6.3.1;1.2.1 Definition;16
6.3.2;1.2.2 From Play to Game and Gamification;17
6.3.3;1.2.3 Gamification Design: Game Mechanics, Dynamics and Aesthetics;18
6.3.3.1;1.2.3.1 Game Mechanics;19
6.3.3.2;1.2.3.2 Game Dynamics;21
6.3.3.3;1.2.3.3 Aesthetics;21
6.4;1.3 Gamification Underlying Theories;22
6.4.1;1.3.1 Motivation Theory;23
6.4.2;1.3.2 Extrinsic Versus Intrinsic Motivation;23
6.4.3;1.3.3 Player Types;23
6.4.4;1.3.4 Achievement Goal Theory;24
6.4.5;1.3.5 User Experience: Flow Theory;25
6.5;1.4 Summary;26
6.6;References;27
7;2 Gamification and Behaviour;30
7.1;Abstract;30
7.2;2.1 Introduction;30
7.3;2.2 Influencing Behaviour;31
7.3.1;2.2.1 Motivation;31
7.4;2.3 Cultural Influences;32
7.5;2.4 Social Influences;35
7.6;2.5 Behaviour Change Theories and Methods;35
7.7;2.6 Discussion and Conclusion;37
7.8;Acknowledgments;38
7.9;References;38
8;3 Gamification Analytics—Methods and Tools for Monitoring and Adapting Gamification Designs;41
8.1;Abstract;41
8.2;3.1 Introduction;41
8.3;3.2 Activities in Gamification Analytics;42
8.3.1;3.2.1 Business Modelling and Requirements;43
8.3.2;3.2.2 Design Workflow;43
8.3.3;3.2.3 Implementation;44
8.3.4;3.2.4 Monitoring and Adaptation;45
8.3.4.1;3.2.4.1 Inspection and Exploration of Application Data;45
8.3.4.2;3.2.4.2 Inspection and Exploration of Gamification Data;46
8.3.4.3;3.2.4.3 Gamification Design Adaptation;48
8.3.4.4;3.2.4.4 User Groups of Interest;49
8.3.4.5;3.2.4.5 Simulation;50
8.4;3.3 Tool Support for Gamification Analytics;50
8.4.1;3.3.1 Bunchball Nitro Analytics;51
8.4.2;3.3.2 Gigya Gamification Analytics;51
8.4.3;3.3.3 DeltaDNA;51
8.4.4;3.3.4 GameAnalytics;52
8.4.5;3.3.5 GAMEhud;53
8.4.6;3.3.6 HoneyTracks;53
8.4.7;3.3.7 Upsight;54
8.4.8;3.3.8 Assessment Result Summary;54
8.5;3.4 Summary and Outlook;56
8.6;References;56
9;Open Innovation, Collaboration and Gamification;58
10;4 Customer-Oriented Strategies and Gamification—The Example of Open Customer Innovation;59
10.1;Abstract;59
10.2;4.1 Introduction;59
10.3;4.2 Open Innovation;60
10.3.1;4.2.1 Definition and Forms;60
10.3.2;4.2.2 Advantages and Risks of OCI;61
10.3.3;4.2.3 Perspective of Customer Integration;62
10.3.4;4.2.4 Perspective of Creativity and Motivation;64
10.3.5;4.2.5 Consequences for Customer Characteristics;65
10.4;4.3 OCI and Gamification;65
10.4.1;4.3.1 Gamification;65
10.4.2;4.3.2 Effects of Gamification;66
10.4.3;4.3.3 Game Mechanisms for OCI;68
10.5;4.4 Conclusion;68
10.6;References;69
11;5 Obstacles and Challenges in the Use of Gamification for Virtual Idea Communities;72
11.1;Abstract;72
11.2;5.1 Introduction;73
11.3;5.2 Motivation for Participation in VICs;74
11.4;5.3 Gamification;75
11.5;5.4 Game Design Elements;77
11.6;5.5 Obstacles and Challenges in the Gamification of VICs;78
11.7;5.6 Conclusion and Future Research;80
11.8;References;80
12;6 Boundaries of Open Innovation and Games;84
12.1;Abstract;84
12.2;6.1 Introduction;85
12.3;6.2 Possibilities for Applying Game Mechanics to Innovation Management;86
12.3.1;6.2.1 Gamification;86
12.3.2;6.2.2 (Multiplayer) OIG;89
12.4;6.3 Implications for Practice;92
12.4.1;6.3.1 (1) Planning and Design Phase;92
12.4.2;6.3.2 (2) Introduction and Operation Phase;95
12.5;6.4 Summary;96
12.6;References;96
13;7 Social Collaboration and Gamification;99
13.1;Abstract;99
13.2;7.1 Introduction;99
13.3;7.2 Literature Review and Theoretical Background;101
13.3.1;7.2.1 Social Collaboration;101
13.3.2;7.2.2 Gamification;102
13.4;7.3 Market Review;104
13.4.1;7.3.1 Methodology;104
13.4.2;7.3.2 Results;105
13.4.2.1;7.3.2.1 Chatter;105
13.4.2.2;7.3.2.2 IBM Connections;107
13.4.2.3;7.3.2.3 SharePoint;107
13.4.2.4;7.3.2.4 tibbr;108
13.4.2.5;7.3.2.5 Jive;108
13.4.2.6;7.3.2.6 Yammer;108
13.5;7.4 Discussion;109
13.6;7.5 Conclusion;111
13.7;Acknowledgments;112
13.8;References;112
14;8 A Serious Game as a Market Research Method for Purchase Decision Processes;116
14.1;Abstract;116
14.2;8.1 Introduction;116
14.3;8.2 Gaining Insights into the Purchase Decision Process;117
14.3.1;8.2.1 Relevance of Information Needs;117
14.3.2;8.2.2 Market Research Methods;117
14.4;8.3 Serious Games;118
14.4.1;8.3.1 Definition und Classification;118
14.4.2;8.3.2 Improving Market Research with Serious Games;119
14.5;8.4 The Game;120
14.5.1;8.4.1 Overview;120
14.5.2;8.4.2 Game Design Elements;122
14.6;8.5 The Game as a Market Research Method;122
14.6.1;8.5.1 Using the Game;122
14.6.2;8.5.2 Gaining Insights with the Game;123
14.6.3;8.5.3 Testing the Game;124
14.7;8.6 Conclusion;125
14.8;References;125
15;9 Engaging the Crowd of Stakeholders in Requirements Engineering via Gamification;127
15.1;Abstract;127
15.2;9.1 Introduction;127
15.3;9.2 Method Design;129
15.4;9.3 The CCRE Method;129
15.4.1;9.3.1 Feasibility Analysis;129
15.4.2;9.3.2 Context Analysis;130
15.4.3;9.3.3 Crowdsourcing Preparation;131
15.4.4;9.3.4 Crowd Involvement;132
15.4.5;9.3.5 Requirements Identification;133
15.4.6;9.3.6 Focus Group Execution;133
15.5;9.4 Research Challenges;133
15.5.1;9.4.1 Challenges from a Case Study with CCRE;134
15.5.2;9.4.2 Challenges from Empirical Studies;134
15.6;9.5 Conclusion;136
15.7;Acknowledgments;137
15.8;References;137
16;Gamification and Learning;140
17;10 Reading with a Touch of Gameplay: Gamified E-Books’ Convergence with Classical Literary Worlds;141
17.1;Abstract;141
17.2;10.1 Introduction;141
17.3;10.2 Gamified E-Books’ Convergence with Literary Worlds;142
17.4;10.3 Method;144
17.5;10.4 The Material Universe;148
17.6;10.5 Empathy with Characters;150
17.6.1;10.5.1 Empathy Through Perception;150
17.6.2;10.5.2 Empathy Through Choice;151
17.6.3;10.5.3 Empathy Through Emotions;151
17.7;10.6 Living in the Medium of Text;152
17.8;10.7 Conclusion;153
17.9;References;153
18;11 Gamification of Teaching in Higher Education;155
18.1;Abstract;155
18.2;11.1 Introduction and Motivation;155
18.3;11.2 Theoretical Foundations;156
18.3.1;11.2.1 University Teaching;156
18.3.2;11.2.2 Game Mechanics and Gamification;157
18.4;11.3 Application of Game Mechanics to University Teaching;158
18.4.1;11.3.1 GamEducation;158
18.4.1.1;11.3.1.1 GamEducation—A Case Study;159
18.4.1.2;11.3.1.2 Evaluation of GamEducation;161
18.5;11.4 Conclusion and Discussion;164
18.6;References;164




