Please use this identifier to cite or link to this item: http://hdl.handle.net/10125/63890

Using Gamification to Support Users’ Adoption of Contextual Achievement Goals

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dc.contributor.author Tang, Jian
dc.contributor.author Jia, Yilin
dc.contributor.author Zhang, Ping
dc.date.accessioned 2020-01-04T07:23:53Z
dc.date.available 2020-01-04T07:23:53Z
dc.date.issued 2020-01-07
dc.identifier.isbn 978-0-9981331-3-3
dc.identifier.uri http://hdl.handle.net/10125/63890
dc.description.abstract Gamification is a promising approach for motivating and engaging users in nongame tasks. However, theoretical support on why and how gamification enhances users’ motivation or behavior is limited. Considering the concepts of goal orientation and goal structure suggested by achievement goal theory, we prescribe gamification design as purposely creating goal structures to support users’ goal adoption and achievement behaviors. This conceptual work addresses the question: what types of achievement goals can be associated with gamification design? Particularly, how can the use of gamification design help construct goal structures to support users’ goal adoption? Adapting achievement goal theory, we identify three sets of achievement goals, namely, cognitive competence, social competence, and social purpose, and develop six propositions on gamification design. Each proposition is illustrated with empirical examples from the literature. This research contributes to the theoretical advancement of gamification design and provides additional insights into the motivational design of information systems.
dc.format.extent 10 pages
dc.language.iso eng
dc.relation.ispartof Proceedings of the 53rd Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Gamification
dc.subject achievement goal
dc.subject contextual goal
dc.subject gamification
dc.subject gamification design proposition
dc.subject motivation
dc.title Using Gamification to Support Users’ Adoption of Contextual Achievement Goals
dc.type Conference Paper
dc.type.dcmi Text
dc.identifier.doi 10.24251/HICSS.2020.151
Appears in Collections: Gamification


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