Gamification

Permanent URI for this collectionhttps://hdl.handle.net/10125/107433

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  • Item type: Item ,
    Designing Gamification Concepts for Expert Explainable Artificial Intelligence Evaluation Tasks: A Problem Space Exploration
    (2024-01-03) Toussaint, Philipp; Warsinsky, Simon; Schmidt-Kraepelin, Manuel; Thiebes, Scott; Sunyaev, Ali
    Artificial intelligence (AI) models are often complex and require additional explanations for use in high-stakes decision-making contexts like healthcare. To this end, explainable AI (XAI) developers must evaluate their explanations with domain experts to ensure understandability. As these evaluations are tedious and repetitive, we look at gamification as a means to motivate and engage experts in XAI evaluation tasks. We explore the problem space associated with gamified expert XAI evaluation. Based on a literature review of 22 relevant studies and seven interviews with experts in XAI evaluation, we elicit knowledge about affected stakeholders, eight needs, eight goals, and seven requirements. Our results help us understand better the problems associated with expert XAI evaluation and paint a broad application potential for gamification to improve XAI expert evaluations. In doing so, we lay the foundation for the design of successful gamification concepts for expert XAI evaluation.
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    Leveraging Gamification to Facilitate Information Sharing in the Service Industry: An Empirical Study
    (2024-01-03) Weber, Sebastian; Kordyaka, Bastian; Niehaves, Björn
    Meeting the expectations of customers is vital for service providers. Against this background, we explore the use of gamification to enhance information sharing possibly enabling a better understanding of customers. The study investigates the impact of gamification features on customers' intention to share information, using the hairdressing industry as a case. Results show that gamification is deemed valuable in this context, potentially influencing users to share more information. The research particularly highlights the importance of social- and achievement-related gamification features. The study uses a cross-sectional research design, collecting data from clickworker (n=133) through an online survey. The findings suggest that the implementation of gamification features should be context-specific and strategic, prioritizing features that provide meaningful and engaging experiences for users. The study concludes that gamification is not just about individual elements but creating a cohesive system that integrates users’ needs to ultimately foster service delivery and enhanced customer experiences.
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    Considerations for Player Enjoyment and Exertion in Casual Exergames
    (2024-01-03) Berglund, Erik; Jedel, Izabella; Orädd, Helena; Berglund, Aseel
    One approach to reduce sedentary behavior is through casual exergames, exergames with simple game mechanics played during short time increments. Casual exergames have shown success in producing enjoyable experiences and sufficient levels of exertion. Yet, previous research has neglected what to consider in order to design enjoyable and exerting experiences in casual exergames. The present work explores this aspect through an exploratory mixed methods research design, comparing the perceived exertion and enjoyment of four different casual exergames. In relation to traditional exergame guidelines we recommend that casual exergames focus on allowing for high ambiguity of movements, balance the cognitive complexity of the game, and direct players’ attention from the body by utilizing fast game pace.
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    Global Trends in Flow Theory Research within Gameful Environments: A Scoping Review, Bibliometric Analysis and Agenda for Future Studies
    (2024-01-03) Oliveira, Wilk; Hamari, Juho
    A key challenge of any gameful environment (e.g., gamified systems, simulators, and board games) is to lead users to an engaging experience. Over the years, one of the most coveted and studied engagement experiences is the flow experience (from Flow Theory). However, it is difficult to identify the global trends in Flow Theory research within gameful environments. Stepping towards closing this gap, in this paper, we present a scoping review and bibliometric analysis on studies involving Flow Theory and gameful environment. The main results indicate that i) exists an increase in the number of studies published in the last years, ii) most of the studies are concentrated in the field of education, iii) the authors focus on conducting quantitative studies, iv) 601 authors from 40 different countries have published studies in recent years and v) only two countries are leading the publications in this field. Our results especially contribute to the fields of Human-computer Interaction, Game Studies, and Positive Psychology, presenting an overview of studies involving Flow Theory in gameful environments.'
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    Introduction to the Minitrack on Gamification
    (2024-01-03) Hamari, Juho; Xi, Nannan; Tome Klock, Ana Carolina; Morschheuser, Benedikt