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...

Immersive Final Report

Click here to access the permanent Tampere University repository for the report. Download the report directly here: Immersive Final Report Virtual and augmented reality technologies have moved from being regarded as esoteric technological curiosities to being increasingly considered a part of everyday life. While these technologies have...

Esports Final Report

Click here to access the permanent Tampere University repository for the report. Download the report directly here: Esports Project Report During the past five years, the activity of watching others play competitive video games has seen a tremendous amount of growth. According to popular estimates, esports has...

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...