2017
DOI: 10.25300/misq/2017/41.4.01
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Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems

Abstract: Gamification, an emerging idea for using game design elements and principles to make everyday tasks more engaging, is permeating many different types of information systems. Excitement surrounding gamification results from its many potential organizational benefits. However, few research and design guidelines exist regarding gamified information systems. We therefore write this commentary to call upon information systems scholars to investigate the design and use of gamified information systems from a variety … Show more

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Cited by 403 publications
(434 citation statements)
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References 134 publications
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“…We have addressed calls for greater theorizing around gamification [40] [64] by advancing a cognitive-emotional theoretical perspective that can guide the design of gamified systems to elicit the desired emotions in support of cognitive goals. We draw specific attention to the importance of both positive and negative emotions in creating an engaging experience through gamification.…”
Section: Discussionmentioning
confidence: 99%
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“…We have addressed calls for greater theorizing around gamification [40] [64] by advancing a cognitive-emotional theoretical perspective that can guide the design of gamified systems to elicit the desired emotions in support of cognitive goals. We draw specific attention to the importance of both positive and negative emotions in creating an engaging experience through gamification.…”
Section: Discussionmentioning
confidence: 99%
“…To the extent that the design of gameful experiences can promote acquisition of knowledge by eliciting specific emotions in the player, researchers and practitioners should investigate the contextual and emotional factors under which learning is most effective. Salient contextual factors may include attributes of the individual (e.g., self-efficacy, achievement goal orientation), the task (e.g., complexity, predictability), or the technology (e.g., mobility, sensory feedback capability) [40]. Emotions that promote effective learning in one context may not be effective (or may even be detrimental) in another context.…”
Section: Emotion and Learningmentioning
confidence: 99%
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