Gamification : influencing value-perception of target behaviors

Existing scholarship of gamification has covered the effectiveness of different types of game design elements in specific applications. There is a need to understand why gamification may be capable of fulfilling these applications’ goals and how effective gamified experiences can be created or facil...

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Main Authors: Hsueh, Vivian Hua Chen, Tan, Ryan Rui Yang
Other Authors: Wee Kim Wee School of Communication and Information
Format: Article
Language:English
Published: 2018
Subjects:
Online Access:https://hdl.handle.net/10356/89926
http://hdl.handle.net/10220/46416
http://ceur-ws.org/Vol-1857/
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-899262019-12-06T17:36:44Z Gamification : influencing value-perception of target behaviors Hsueh, Vivian Hua Chen Tan, Ryan Rui Yang Wee Kim Wee School of Communication and Information Perception Construals DRNTU::Social sciences::Communication Existing scholarship of gamification has covered the effectiveness of different types of game design elements in specific applications. There is a need to understand why gamification may be capable of fulfilling these applications’ goals and how effective gamified experiences can be created or facilitated. This paper aims to fill a gap in gamification theory by focusing on the goal driving the implementation of gamification and highlighting the ways by which it affects the perception based psychological processes that influence user behavior. Gamification is conceptualized here as the use of game elements to influence users’ value perceptions of a target behavior in order to motivate action. This study suggests new approaches to gamification implementations and hopefully opens new avenues for further theoretical development following this conceptualization are suggested. Published version 2018-10-25T01:40:51Z 2019-12-06T17:36:44Z 2018-10-25T01:40:51Z 2019-12-06T17:36:44Z 2017 Journal Article Tan, R. R. Y., & Hsueh, V. H. C. (2017). Gamification : influencing value-perception of target behaviors. CEUR Workshop Proceedings, 120-128. 1613-0073 https://hdl.handle.net/10356/89926 http://hdl.handle.net/10220/46416 http://ceur-ws.org/Vol-1857/ en CEUR Workshop Proceedings © 2017 The Author(s) (CEUR Workshop Proceedings). This paper was published in CEUR Workshop Proceedings and is made available as an electronic reprint (preprint) with permission of The Author(s) (CEUR Workshop Proceedings). The published version is available at: [http://ceur-ws.org/Vol-1857/]. One print or electronic copy may be made for personal use only. Systematic or multiple reproduction, distribution to multiple locations via electronic or other means, duplication of any material in this paper for a fee or for commercial purposes, or modification of the content of the paper is prohibited and is subject to penalties under law. 9 p. application/pdf
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
topic Perception
Construals
DRNTU::Social sciences::Communication
spellingShingle Perception
Construals
DRNTU::Social sciences::Communication
Hsueh, Vivian Hua Chen
Tan, Ryan Rui Yang
Gamification : influencing value-perception of target behaviors
description Existing scholarship of gamification has covered the effectiveness of different types of game design elements in specific applications. There is a need to understand why gamification may be capable of fulfilling these applications’ goals and how effective gamified experiences can be created or facilitated. This paper aims to fill a gap in gamification theory by focusing on the goal driving the implementation of gamification and highlighting the ways by which it affects the perception based psychological processes that influence user behavior. Gamification is conceptualized here as the use of game elements to influence users’ value perceptions of a target behavior in order to motivate action. This study suggests new approaches to gamification implementations and hopefully opens new avenues for further theoretical development following this conceptualization are suggested.
author2 Wee Kim Wee School of Communication and Information
author_facet Wee Kim Wee School of Communication and Information
Hsueh, Vivian Hua Chen
Tan, Ryan Rui Yang
format Article
author Hsueh, Vivian Hua Chen
Tan, Ryan Rui Yang
author_sort Hsueh, Vivian Hua Chen
title Gamification : influencing value-perception of target behaviors
title_short Gamification : influencing value-perception of target behaviors
title_full Gamification : influencing value-perception of target behaviors
title_fullStr Gamification : influencing value-perception of target behaviors
title_full_unstemmed Gamification : influencing value-perception of target behaviors
title_sort gamification : influencing value-perception of target behaviors
publishDate 2018
url https://hdl.handle.net/10356/89926
http://hdl.handle.net/10220/46416
http://ceur-ws.org/Vol-1857/
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