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Paper Type

ERF

Abstract

Although a plethora of mobile applications (Online platforms) use game design elements that imbibe a sense of excitement and achievement, there appears to be a research gap addressing the user’s susceptibility to Status Characteristics of the opponent in (dyadic) competitive digital environments. Through the online experiment on a mobile e-learning application, we are seeking to assess whether diffuse (e.g., gender) and specific status characteristics (e.g., competency) of the opponent influence user engagement. This research study aims to contribute to the literature on online gamification, user engagement, and status characteristic theory.

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Aug 10th, 12:00 AM

Effect of Status-based Gamification on User Engagement: Evidence from A Randomized Field Experiment

Although a plethora of mobile applications (Online platforms) use game design elements that imbibe a sense of excitement and achievement, there appears to be a research gap addressing the user’s susceptibility to Status Characteristics of the opponent in (dyadic) competitive digital environments. Through the online experiment on a mobile e-learning application, we are seeking to assess whether diffuse (e.g., gender) and specific status characteristics (e.g., competency) of the opponent influence user engagement. This research study aims to contribute to the literature on online gamification, user engagement, and status characteristic theory.

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