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.
Recommended Citation
Al Thani, Faisal; Aoun, Chadi; and Vatanasakdakul, Savanid, "Gamification for Community Building: Click to Shake Hands" (2025). PACIS 2025 Proceedings. 5.
https://aisel.aisnet.org/pacis2025/isresilience/isresilience/5
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.
Comments
Sustainability