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Adaptive and Personalized Gamification Designs: Call for Action and Future Research

Schöbel, Sofia; Schmidt-Kraepelin, Manuel; Janson, Andreas; Sunyaev, Ali


Gamification refers to the use of game-like elements in non-entertainment contexts to make activities more engaging and enjoyable to improve utilitarian outcomes. The gamification literature and the use of gamification in practice suggest that gamification can be a useful tool to support behavioral and psychological changes. Recent developments show that there is potential for new waves of gamification research. Therefore, we conducted a workshop at the International Conference on Wirtschaftsinformatik (WI) 2021 to discuss the future of gamification with interested scholars. The discussion with 25 gamification experts led to a research agenda that supports the need for adaptive and personalized gamification designs. Together with the experts, we identify three clusters for future research: 1) the personalization of gamification concepts, 2) theories and concepts for gamified human-computer interaction, and 3) the “dark side” of gamification (e.g., addiction). We also address what the gamification concept means. Aligned with the three clusters, we provide valuable starting points for future research inquiries to help researchers better understand the nature of gamification. ... mehr

Postprint §
DOI: 10.5445/IR/1000141863
Veröffentlicht am 28.03.2022
DOI: 10.17705/1thci.00158
Zitationen: 1
Cover der Publikation
Zugehörige Institution(en) am KIT Institut für Angewandte Informatik und Formale Beschreibungsverfahren (AIFB)
Publikationstyp Zeitschriftenaufsatz
Publikationsdatum 30.12.2021
Sprache Englisch
Identifikator ISSN: 1944-3900
KITopen-ID: 1000141863
Erschienen in AIS transactions on human-computer interaction
Verlag Association for Information Systems (AIS)
Band 13
Heft 4
Seiten 479–494
Nachgewiesen in Dimensions
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