Paper Type

Short

Paper Number

PACIS2025-1982

Description

Gamification is seen as a conduit for engagement in a range of domains spanning entertainment, education, and retail. This study explores the factors that affect the adoption and usage of gamified location-based services for community building through a multifocal research framework. The research model consists of ten factors within three dimensions: gamification, technology characteristics, and social aspects contributing to community building. This study proposes a conceptual model and hypotheses, to collect empirical quantitative data for analysis and validation. It aims to contribute to the promotion of community building, social sustainability, and establishing a theoretical foundation for gamified location-based services.

Comments

Sustainability

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Jul 6th, 12:00 AM

Gamification for Community Building: Click to Shake Hands

Gamification is seen as a conduit for engagement in a range of domains spanning entertainment, education, and retail. This study explores the factors that affect the adoption and usage of gamified location-based services for community building through a multifocal research framework. The research model consists of ten factors within three dimensions: gamification, technology characteristics, and social aspects contributing to community building. This study proposes a conceptual model and hypotheses, to collect empirical quantitative data for analysis and validation. It aims to contribute to the promotion of community building, social sustainability, and establishing a theoretical foundation for gamified location-based services.