This report summarizes a panel session on gamification designs at the 2019 European Conference on Information Systems in Stockholm, Sweden. The panel explored a research agenda for gamification design. The panel considered the “what, why, and how” to analyze state-of-the-art gamification research. We present an adapted definition of gamification as one outcome of the workshop to better describe what gamification is and what it can be used for. We discuss “why” and “how” to employ gamification for different contexts. Researchers and practitioners can use the report’s research questions and insights to gamify information systems, identity outcomes that gamification concepts address, and explore new ways to gamify. Overall, we present new areas for future research and practice by identifying innovative ways to bring existing gamification concepts to a more impactful level.
Schöbel, S., Janson, A., Jahn, K., Kordyaka, B., Turetken, O., Djafarova, N., Saqr, M., Wu, D., Söllner, M., Adam, M., Gad, P. H., Wesseloh, H., & Leimeister, J. M. (2020). A Research Agenda for the Why, What, and How of Gamification Designs: Outcomes of an ECIS 2019 Panel. Communications of the Association for Information Systems, 46, pp-pp. https://doi.org/10.17705/1CAIS.04630