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First-hand experience of why gamification projects fail and what could be done about it

Hassan, Lobna; Morschheuser, Benedikt; Alexan, Nader; Hamari, Juho

Abstract (englisch):

A plethora of services, applications and scholarly research has emerged related to gamification. Regardless of the optimistic onset of this hype around the technology trend, designing gamification has proved to be a challenging endeavor; requiring multidisciplinary work that is often hindered by multiple theoretical and practical challenges. Problem-driven, theory-advancing approaches to gamification research could assist in the addressment of gamification design challenges and accelerate the growth of the gamification field however not all such approaches have been equally utilized or understood. This paper presents the case of MANGO: a project to design a gamified e-participation tool through Action Design Research (ADR). The paper reflects on the challenges of gamification design and development and possible strategies to address them. It additionally reflects on the ADR process; an under-utilized and hence possibly a superficially understood approach to gamification research. The paper is hence a guide for researchers and practitioners as to possible challenges they can face with gamification research and design and how to counteract them.


Scopus
Zitationen: 11
Zugehörige Institution(en) am KIT Fakultät für Wirtschaftswissenschaften – Institut für Informationswirtschaft und Marketing (IISM)
Publikationstyp Proceedingsbeitrag
Publikationsjahr 2018
Sprache Englisch
Identifikator ISSN: 1613-0073
KITopen-ID: 1000086979
Erschienen in Proceedings of the 2nd International GamiFIN Conference, Pori, Finland, May 21-23, 2018. Ed.: J. Koivisto
Verlag RWTH Aachen
Seiten 141-150
Serie CEUR Workshop Proceedings ; 2186
Nachgewiesen in Scopus
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