Abstract

The gamification of information systems has seen success in a variety of contexts. However, research has shown that the degree to which gamification is successful varies between individuals. The current paper evaluates the effectiveness of personalized gamification in a warehouse management context. Additionally, this paper explores why personalized gamification can be more successful than non-personalized gamification. Twenty-six subjects participated in a within-subject laboratory experiment in which goal setting and feedback game elements were integrated into a wearable management information system to examine their effect on user performance in a warehouse picking task. The effectiveness of personalized gamification was evaluated by categorizing participants into user types using the HEXAD model and examining performance across conditions and user types. Results show that user type significantly affects the relationship between game elements and user performance. This paper takes a step forward in exploring the motivational mechanisms that explain the efficacy of personalized gamification.

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