CFP: Gamification @ 53rd Annual Hawaii International Conference on System Sciences (HICSS 2020)

Part of the “Decision Analytics, Mobile Services, and Service Science” – track 53rd annual Hawaii International Conference on System Sciences HICSS 7-10 January 2020 | Grand Wailea, Maui Important dates:  June 15: Submissions deadline August 17: Notification sent to authors September 4: Revision deadline September 10: Final acceptance notifications sent to authors September 22: Deadline for authors to...

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction

Intrinsic motivation is commonly considered as the most productive force behind people’s behavior [10][34]. However, it is often observed that people lack intrinsic motivation towards different activities they would like to undertake. Thus, many companies, educational institutions and workplaces are competing for these people’s motivational...

How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking

Many of the systems, services or mobile apps we use nowadays can be thought of as motivational. Consider an exercise app like Fitocracy or a language learning app like Duolingo. The apps use features like collecting points, earning badges, performance tracking, competition, connecting with friends...

Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing

Image Source During the past decade, advances in modern information and communication technologies have enabled novel forms of economic coordination of under-utilized resources be it human capital, information goods, material goods, or even funding. Perhaps the most noteworthy Internet-based developments that have made resource coordination more...

The gamification of work: Lessons from crowdsourcing

Image Source: https://www.stockvault.net/photo/176769/businessman-drawing-social-network-on-virtual-screen The increasing ubiquitous interconnectedness based on recent technological developments, such as the Internet and smartphones, has enabled new modes of economic coordination and management to become feasible, such as crowdsourcing [1] and sharing economies [3][9]. Although in the past, organizations commonly created value...

Gamification of production and logistics operations: Status quo and future directions

  Image Source: https://www.leancompetency.org/lcs-articles/gamification-is-the-future-of-the-workplace-heres-why This article presents a review of the current body of academic literature concerning gamification of production and logistics to understand the status quo and provide suggestions for future research. The findings indicate that the execution and control of production and logistic processes has been...

Uses and gratifications in Pokémon Go: Why do people play mobile location-based augmented reality games?

Image Source:https://www.criticsatlarge.ca/2016/08/fad-or-fantastic-niantics-pokemon-go.html Launched in the USA on 6 July 2016 (and currently available in over 130 countries), Pokémon Go is a free-to-play/freemium mobile game based on a Japanese transmedia franchise and built on a pre-existing mobile game platform by Niantic, Inc. During the first two months...