Gamification
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Item Exploring the Future of Gamification Research: A Ranking-type Delphi Study(2025-01-07) Schmidt-Kraepelin, Manuel; Möhnen, Paul; Hu, Shanshan; Warsinsky, Simon; Thiebes, Scott; Sunyaev, AliGamification has become a focal topic of interest for many scholars in information systems, human-computer interaction, and related fields. Over the last 15 years, scientific literature on gamification exploded and developed in many different directions. Yet, certain trends with regard to the most important research problems have emerged over time. In this work, we aim to take a brief look into the future of gamification research. To do so, we conducted a ranking-type Delphi study with 18 gamification scholars who have previously engaged with the community by publishing on the HICSS gamification track. Our results comprise ten directions for future research and seven application areas of gamification with unused potential that experts deem important to study within the next five years. Our work contributes to gamification research by identifying and discussing new fields of inquiry that are worth investigating and that might spark the interest of scholars in the future.Item Impact of Achievement-Oriented Gamification in ERP Systems: Examining Subjective and Objective User Outcomes(2025-01-07) Adeborna, Esi; Nah, Fiona Fui-Hoon; Motiwalla, LuvaiThis research explores the effect of gamification using achievement-oriented affordances in Enterprise Resource Planning (ERP) systems on subjective (behavioral intention) and objective (performance) outcomes. Drawing on the cognitive-affective-conative (CAC) framework, a research model was developed to explain behavioral intention and tested in a pilot experiment with 63 participants. These participants completed a post-study questionnaire for assessing the impact of gamification on users’ behavioral intention that is mediated by CAC constructs: focused immersion, enjoyment, and self-rewarding experience. Preliminary results show that gamification enhances enjoyment and self-rewarding experience, which in turn positively influence and fully mediate behavioral intention. Objective performance outcomes were analyzed with 91 participants in another experimental study, which indicates that users of gamified ERP showed greater performance improvement than users of traditional (non-gamified) ERP. Our results contribute to a better theoretical and practical understanding of how gamification influences subjective and objective outcomes in the ERP context.Item Level Up or Game Over in Online Return Management? A Challenge-Based Gamification Approach for Online Fashion Retail(2025-01-07) Rauh, Caterina; Straubert, Christian; Sucky, EricBased on self-determination theory, we analyze if and how challenge-based gamification influences customers’ online shopping behavior in a way that reduces returns. We use structural equation modeling to examine our data from a survey-based online experiment with US online shoppers (n=1010). We show that our gamification approach directly affects return and purchase motivation. In addition, indirect effects are observed through a change in autonomy, competence and relatedness need satisfaction. Furthermore, we conducted regression and moderation analyses with demographic characteristics and the hexad gamification user types scale.Item Introduction to the Minitrack on Gamification(2025-01-07) Hamari, Juho; Xi, Nannan; Morschheuser, Benedikt; Tome Klock, Ana Carolina