AIS Transactions on Human-Computer Interaction
Abstract
Gamification refers to the use of game-like elements in non-entertainment contexts to make activities more engaging and enjoyable to improve utilitarian outcomes. The gamification literature and the use of gamification in practice suggest that gamification can be a useful tool to support behavioral and psychological changes. Recent developments show that there is potential for new waves of gamification research. Therefore, we conducted a workshop at the International Conference on Wirtschaftsinformatik (WI) 2021 to discuss the future of gamification with interested scholars. The discussion with 25 gamification experts led to a research agenda that supports the need for adaptive and personalized gamification designs. Together with the experts, we identify three clusters for future research: 1) the personalization of gamification concepts, 2) theories and concepts for gamified human-computer interaction, and 3) the “dark side” of gamification (e.g., addiction). We also address what the gamification concept means. Aligned with the three clusters, we provide valuable starting points for future research inquiries to help researchers better understand the nature of gamification. We also discuss the capabilities and limits of gamification.
DOI
10.17705/1thci.00158
Recommended Citation
Schöbel, S.,
Schmidt-Kraepelin, M.,
Janson, A.,
&
Sunyaev, A.
(2021).
Adaptive and Personalized Gamification Designs: Call for Action and Future Research.
AIS Transactions on Human-Computer Interaction, 13(4), 479-494.
https://doi.org/10.17705/1thci.00158
DOI: 10.17705/1thci.00158
When commenting on articles, please be friendly, welcoming, respectful and abide by the AIS eLibrary Discussion Thread Code of Conduct posted here.