Developing gamification research in information systems

Gamification, an umbrella term for incorporating game design elements into non-game systems to make them more engaging and productive, is of interest to Information System (IS) communities, because it has wide applications, such as, gamification designs for workplace, learning and health apps, socia...

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Main Authors: LIU, De, LANDERS, Richard, LOWRY, Paul, NAH, Fiona Fui-hoon, SANTHANAM, Radhika
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Language:English
Published: Institutional Knowledge at Singapore Management University 2022
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Online Access:https://ink.library.smu.edu.sg/sis_research/9970
https://ink.library.smu.edu.sg/context/sis_research/article/10970/viewcontent/DevelopingGamificationResearch_pvoa.pdf
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Institution: Singapore Management University
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spelling sg-smu-ink.sis_research-109702025-01-16T10:06:45Z Developing gamification research in information systems LIU, De LANDERS, Richard LOWRY, Paul NAH, Fiona Fui-hoon SANTHANAM, Radhika Gamification, an umbrella term for incorporating game design elements into non-game systems to make them more engaging and productive, is of interest to Information System (IS) communities, because it has wide applications, such as, gamification designs for workplace, learning and health apps, social media, online communities, and the gig economy. As a multidisciplinary research domain, gamification integrates elements of technology, human motivation, task design, human-computer-interface design, and algorithms/AI design, and is a fertile ground for IS researchers with a variety of different background. There are many challenges in conducting gamification research, including how to get started in this highly multidisciplinary domain, how to identify novel issues of practical and theoretical importance, how to navigate gamification design processes and avoid common pitfalls, and how to add theoretical contributions to the literature on gamification science. This panel is designed to bring together a team of experts on gamification research to explore these issues and other related issues from the audience. 2022-08-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/sis_research/9970 https://ink.library.smu.edu.sg/context/sis_research/article/10970/viewcontent/DevelopingGamificationResearch_pvoa.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Gamification Gamification Design Research Gaps Current Issues Databases and Information Systems Graphics and Human Computer Interfaces
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Gamification
Gamification Design
Research Gaps
Current Issues
Databases and Information Systems
Graphics and Human Computer Interfaces
spellingShingle Gamification
Gamification Design
Research Gaps
Current Issues
Databases and Information Systems
Graphics and Human Computer Interfaces
LIU, De
LANDERS, Richard
LOWRY, Paul
NAH, Fiona Fui-hoon
SANTHANAM, Radhika
Developing gamification research in information systems
description Gamification, an umbrella term for incorporating game design elements into non-game systems to make them more engaging and productive, is of interest to Information System (IS) communities, because it has wide applications, such as, gamification designs for workplace, learning and health apps, social media, online communities, and the gig economy. As a multidisciplinary research domain, gamification integrates elements of technology, human motivation, task design, human-computer-interface design, and algorithms/AI design, and is a fertile ground for IS researchers with a variety of different background. There are many challenges in conducting gamification research, including how to get started in this highly multidisciplinary domain, how to identify novel issues of practical and theoretical importance, how to navigate gamification design processes and avoid common pitfalls, and how to add theoretical contributions to the literature on gamification science. This panel is designed to bring together a team of experts on gamification research to explore these issues and other related issues from the audience.
format text
author LIU, De
LANDERS, Richard
LOWRY, Paul
NAH, Fiona Fui-hoon
SANTHANAM, Radhika
author_facet LIU, De
LANDERS, Richard
LOWRY, Paul
NAH, Fiona Fui-hoon
SANTHANAM, Radhika
author_sort LIU, De
title Developing gamification research in information systems
title_short Developing gamification research in information systems
title_full Developing gamification research in information systems
title_fullStr Developing gamification research in information systems
title_full_unstemmed Developing gamification research in information systems
title_sort developing gamification research in information systems
publisher Institutional Knowledge at Singapore Management University
publishDate 2022
url https://ink.library.smu.edu.sg/sis_research/9970
https://ink.library.smu.edu.sg/context/sis_research/article/10970/viewcontent/DevelopingGamificationResearch_pvoa.pdf
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