Title: | Gamification - Motivations & Effects |
Author(s): | Hamari, Juho |
Date: | 2015 |
Language: | en |
Pages: | 123 |
Department: | Tieto- ja palvelutalouden laitos Department of Information and Service Economy |
ISBN: | 978-952-60-6056-9 (electronic) 978-952-60-6055-2 (printed) |
Series: | Aalto University publication series DOCTORAL DISSERTATIONS, 11/2015 |
ISSN: | 1799-4942 (electronic) 1799-4934 (printed) 1799-4934 (ISSN-L) |
Supervising professor(s): | Rossi, Matti, Prof., Aalto University, Department of Information and Service Economy, Finland |
Thesis advisor(s): | Tuunainen, Virpi, Prof., Aalto University, Department of Information and Service Economy, Finland |
Subject: | New media |
Keywords: | Badges, Gamification, Hedonic information systems, Playfulness |
Controlled terms: | arts management, games, entertainment, information systems, systems, processes, kulttuurijohtaminen, pelit, viihde, tietojärjestelmät, systeemit, prosessit |
OEVS yes | |
|
|
Abstract:The field of information systems has a sustained tradition of dividing systems into either utilitarian or hedonic systems, with the core idea that some systems are purely utilitarian in nature and some are self-purposeful. However, in recent years, information system design has been increasingly used for motivational purposes, that is, a hedonic or motivational system design is employed as a method for increasing the utility of systems and activities. Simply put, the core idea is that the more enjoyable or motivating a system or activity becomes, it can also become more utilitarian since the user is expected to be more willing to increase the amount and quality of related activities.
|
|
Parts:Hamari, J., Lehdonvirta, V. (2010). Game design as marketing: How game mechanics create demand for virtual goods. International Journal of Business Science and Applied Management, 5 (1), 14-29. ISSN 1753-0296.Huotari, K., Hamari, J. (2012). Defining Gamification - A Service Marketing Perspective. In Proceedings of the 16th International Academic Mindtrek Conference, Tampere, Finland, October 3-5, 2012. Association for Computing Machinary (ACM). 17-22. ISBN 978-1-4503-1637-8. DOI: 10.1145/2393132.2393137 View at Publisher Hamari, J., Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. In Proceedings of the 21st European Conference on Information Systems, Utrecht, Netherlands, June 5–8, 2013. Association for Information Systems (AIS). ISBN 978-90-393-6112-2Hamari, J. (2013). Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer Trading Service. Electronic Commerce Research and Applications, 12 (4), 236-245. ISSN 1567-4223. DOI: 10.1016/j.elerap.2013.01.004 View at Publisher |
|
|
Unless otherwise stated, all rights belong to the author. You may download, display and print this publication for Your own personal use. Commercial use is prohibited.
Page content by: Aalto University Learning Centre | Privacy policy of the service | About this site