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Are Gamification Projects Different? An Exploratory Study on Software Project Risks for Gamified Health Behavior Change Support SystemsAre Gamification Projects Different? An Exploratory Study on Software Project Risks for Gamified Health Behavior Change Support Systems

Warsinsky, Simon; Schmidt-Kraepelin, Manuel; Thiebes, Scott; Sunyaev, Ali

Abstract:
Gamification is increasingly utilized in information systems to afford positive experiences that are typically perceived from playing games. Despite potential benefits, gamification projects have shown to be prone for failure which may lead to severe harmful effects for its users. In traditional software projects, project managers try to mitigate failure through project risk management. However, gamification projects bring with them several differences in comparison to traditional software projects and it is unclear how extant knowledge may be transferred. We address this issue by conducting ten semi-structured interviews with experts involved in the development of gamified health behavior change support systems. Our results indicate that gamification has substantial impacts on various risk factors. We contribute to gamification and project management literature as we are among the first who conceptualize gamification projects as special software projects with different project risk factors.

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Preprint §
DOI: 10.5445/IR/1000125119
Veröffentlicht am 23.11.2020
Cover der Publikation
Zugehörige Institution(en) am KIT Institut für Angewandte Informatik und Formale Beschreibungsverfahren (AIFB)
Publikationstyp Proceedingsbeitrag
Publikationsjahr 2021
Sprache Englisch
Identifikator KITopen-ID: 1000125119
Erschienen in Proceedings of the 54th Hawaii International Conference on System Sciences (HICSS 2021), Hawaii
Veranstaltung 54 Hawaii International Conference on System Sciences (HICSS 2021), online, 05.01.2021 – 08.01.2021
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