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Gamification in Education and Business
  Großes Bild
 
Gamification in Education and Business
von: Torsten Reiners, Lincoln Wood
Springer-Verlag, 2014
ISBN: 9783319102085
749 Seiten, Download: 15436 KB
 
Format:  PDF
geeignet für: Apple iPad, Android Tablet PC's Online-Lesen PC, MAC, Laptop

Typ: B (paralleler Zugriff)

 

 
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Inhaltsverzeichnis

  Preface 6  
  Acknowledgements 8  
  Book Overview 10  
  Contents 20  
  About the Editors 24  
  About the Authors 26  
  Chapter 1: A RECIPE for Meaningful Gamification 56  
     1.1 Introduction 56  
     1.2 Situations for Reward-Based Gamification 57  
        1.2.1 Long-Term Change 58  
     1.3 Building Intrinsic Motivation 59  
     1.4 Meaningful Gamification 59  
        1.4.1 The RECIPE for Meaningful Gamification 60  
           1.4.1.1 Play 60  
           1.4.1.2 Exposition 62  
           1.4.1.3 Choice 64  
           1.4.1.4 Information 65  
           1.4.1.5 Engagement 67  
           1.4.1.6 Reflection 70  
        1.4.2 Following the RECIPE for Meaningful Gamification 72  
           1.4.2.1 Using Reward-Based Gamification with Meaningful Gamification 73  
     1.5 Conclusion 73  
     References 74  
  Chapter 2: Studying Gamification: The Effect of Rewards and Incentives on Motivation 76  
     2.1 Introduction 76  
     2.2 Gamification and Serious Games 77  
     2.3 The Proposed Model of Motivation in Games 79  
     2.4 Needs-Based Theories 80  
        2.4.1 Hierarchies of Needs 80  
        2.4.2 Need Achievement Theory 80  
        2.4.3 Goal Setting Theory 82  
        2.4.4 Self-Efficacy 82  
     2.5 Social-Based Theories 83  
        2.5.1 The Social Comparison Theory 84  
        2.5.2 Personal Investment Theory (PIT) 84  
     2.6 Rewards-Based Theories 85  
        2.6.1 Expectancy Value Theory (EVT) 85  
        2.6.2 Skinner’s Principle of Partial Reinforcement 86  
           2.7 Self-Determination Theory 87  
     2.8 The Theoretical Base of Game Incentives and Rewards 88  
     2.9 Mapping Game Elements 91  
     2.10 Conclusions and Future Work 91  
      Appendix 93  
     References 96  
  Chapter 3: A Conceptual Framework for Gamification Measurement 102  
     3.1 Introduction 102  
     3.2 What is Gamification 104  
     3.3 Traditional Measures of Learning 105  
     3.4 Kirkpatrick’s Four Levels 106  
     3.5 Kolbs’ Experiential Theory 107  
     3.6 Sweller’s Theory of Cognitive Load 108  
     3.7 Towards a Unified Framework for Gamification Measurement 110  
     3.8 Play Assessment Diagnostics 110  
     3.9 A Gamification Scorecard 112  
     3.10 Pre and Post Knowledge and Skills Assessment 114  
     3.11 Gamification Performance Assessment Review (GPAR) 116  
     3.12 Framework Application Process Methodology 117  
     3.13 Conclusion and Final Thoughts 119  
     References 120  
  Chapter 4: Implementing Game Design in Gamification 122  
     4.1 Gamification Miss the Game 122  
     4.2 Gamification is not a Web-based Strategy 123  
     4.3 Gamification Differs from Serious and Training Game 123  
     4.4 Direct and Indirect Gamification 124  
     4.5 Caillois’ Theory and the Drivers of Engagement 124  
     4.6 Custom Engagement 125  
     4.7 Mixed-up Experiences 126  
     4.8 Paidia Against Ludus 126  
     4.9 Field Applications 127  
     4.10 Actual Gamification in Caillois’ Framework 127  
     4.11 Alternative Frameworks 127  
     4.12 8 Kinds of Fun 128  
     4.13 4 Keys for fun 128  
     4.14 Color Theory 129  
     4.15 Usefulness of a Game Design Theory 130  
     4.16 Self-Assessment Test 131  
        4.16.1 Table Result 131  
        4.16.2 Self Assessment Test 132  
           4.16.2.1 Gaming Approach and Objectives 132  
     Bibliography 133  
        Ludography 134  
  Chapter 5: Applied Behavioral Economics: A Game Designer’s Perspective 135  
     5.1 Introduction: A Game Designer’s Perspective 135  
        5.1.1 A Different Set of Goals 135  
        5.1.2 An Entertainment Focus 136  
     5.2 Gamification 137  
        5.2.1 The Gamification of Games 137  
           5.2.1.1 Aren’t They Games Already? 137  
              Formalization 137  
              Optimization 138  
           5.2.1.2 Games as a Lens 139  
              Transparency 139  
              Observing “Unfiltered” Behavior 139  
        5.2.2 Bringing These Lessons into Non-Game Environments 140  
           5.2.2.1 The Customer as a Player 140  
           5.2.2.2 The Risk of the Gamified Workplace 141  
     5.3 Relevant Concepts from Behavioral Economics 141  
        5.3.1 Relevance 142  
        5.3.2 Categorization 143  
        5.3.3 Concepts, Mechanics, Non-Game Uses, and Common Errors 143  
           5.3.3.1 Encouraging Engagement 143  
              Loss Aversion 143  
                 In-Game Use 144  
                 Non-Game Use 144  
                 Common Errors 144  
              Maintaining Intrinsic Focus 144  
                 In-Game Use 145  
                 Non-Game Use 145  
                 Common Errors 146  
              Pseudocertainty 146  
                 In-Game Use 146  
                 Non-Game Use 147  
                 Common Errors 147  
           5.3.3.2 Guiding Action 147  
              The Paradox of Choice 147  
                 In-Game Use 147  
                 Non-Game Use 148  
                 Common Errors 148  
              Scarcity/Urgency 148  
                 In-Game Use 148  
                 Non-Game Use 149  
                 Common Errors 149  
              Variable Reinforcement Schedules 150  
                 In-Game Use 150  
                 Non-Game Use 150  
                 Common Errors 150  
           5.3.3.3 Identity Investment 151  
              Commitment 151  
                 In-Game Use 151  
                 Non-Game Use 152  
                 Common Errors 152  
              IKEA Effect 152  
                 In-Game Use 153  
                 Non-Game Use 153  
                 Common Errors 154  
              Sunk Costs 154  
                 In-Game Use 154  
                 Non-Game Use 155  
                 Common Errors 155  
     5.4 Common Pitfalls 155  
        5.4.1 Implementation Errors 155  
        5.4.2 Design Errors 156  
        5.4.3 Assumption of Universal Applicability 156  
     5.5 Conclusion 157  
        5.5.1 Implications 157  
        5.5.2 Future Work 157  
     References 158  
  Chapter 6: Towards Leveraging Behavioral Economics in Mobile Application Design 159  
     6.1 Introduction 159  
        6.1.1 Observations of Irrationality in Everyday HCI 160  
           6.1.1.1 Notifications 160  
           6.1.1.2 Progress Bars 160  
           6.1.1.3 App Return Policy 161  
           6.1.1.4 Computer Help 161  
        6.1.2 Chapter Overview 161  
        6.1.3 Contribution 161  
     6.2 Literature Review 162  
        6.2.1 Persuasive Computing 162  
        6.2.2 Gamification in Mobile Applications 164  
           6.2.2.1 Training and Exploration 164  
           6.2.2.2 Self Shaping 165  
           6.2.2.3 Research 165  
           6.2.2.4 Education 166  
           6.2.2.5 Gamification in Business Practice 166  
        6.2.3 Behavioral Economics and Psychological Computing 166  
           6.2.3.1 Personal Finances 168  
           6.2.3.2 Behavioral Economics Apps 168  
           6.2.3.3 Context Changes in Mobile Scenarios 169  
     6.3 Behavioral Economics in Mobile Experience Design 169  
        6.3.1 Mental Accounting 169  
           6.3.1.1 House Money 170  
           6.3.1.2 Sunk Costs 170  
           6.3.1.3 Payment Decoupling 171  
        6.3.2 Loss Aversion as Gamification Factor 171  
        6.3.3 The “IKEA-Effect” in Gamification 172  
        6.3.4 Framing Effects 172  
           6.3.4.1 Anchoring 173  
           6.3.4.2 Asymmetric Choice in Settings-Menus 173  
     6.4 Implementation of Selected Concepts for a Case Study 174  
        6.4.1 General Functionality 174  
        6.4.2 Mental Accounting and Self Control 174  
        6.4.3 Loss Aversion 175  
        6.4.4 Anchoring 175  
     6.5 Evaluation of the MoneySaver Prototype 176  
        6.5.1 Methodology 177  
           6.5.1.1 Tasks 177  
           6.5.1.2 Participants 178  
        6.5.2 Results 179  
        6.5.3 Discussion 180  
           6.5.3.1 More Gamification Elements 181  
           6.5.3.2 Anchors 181  
           6.5.3.3 Loss aversion 182  
     6.6 Summary and Conclusion 182  
     References 183  
  Chapter 7: A Parallel Universe: Psychological Science in the Language of Game Design 186  
     7.1 Introduction 186  
     7.2 A Short History of Games in Psychology 187  
     7.3 Outside the Black Box: Behaviorism 188  
        7.3.1 Token Economies 188  
        7.3.2 Rules About Points 190  
        7.3.3 Creating Persistence 190  
     7.4 Inside the Black Box: Cognitive Science 192  
        7.4.1 Maintaining Motivation in the Flow Zone 192  
        7.4.2 Personality Types Among Gamers 193  
        7.4.3 Games and the Science of the Self 195  
     7.5 Warnings 196  
        7.5.1 Video Game Addiction 197  
        7.5.2 Undermining Intrinsic Motivation 197  
        7.5.3 Believing Psychological Myths 198  
     7.6 Summary and Future Directions 199  
     References 200  
  Chapter 8: Context to Culture for Gamification HCI Requirements: Familiarity and Enculturement 203  
     8.1 Introduction 203  
     8.2 A History of Affordance 205  
        8.2.1 Confusion Between Culture and Context 208  
        8.2.2 The Culture to Context Continuum 210  
     8.3 Crush the Castle and Angry Birds 211  
     8.4 Discussion and Conclusion 213  
     References 214  
  Chapter 9: Psychological Theory and the Gamification of Learning 216  
     9.1 Introduction 216  
     9.2 Theoretical Review 217  
        9.2.1 Theory of Gamified Instructional Design 217  
        9.2.2 Theories of Learning via Conditioning 219  
        9.2.3 Expectancy Theories 223  
        9.2.4 Goal-Setting Theory 225  
        9.2.5 Self-Determination Theory 229  
     9.3 Summary and Recommendations for Researchers and Practitioners 233  
     References 234  
  Chapter 10: A History and Frameworks of Digital Badges in Education 238  
     10.1 Introduction 238  
     10.2 History and Context 240  
     10.3 Value for Education 242  
     10.4 Frameworks for Educational Use 244  
     10.5 Models of Educational Use 246  
     10.6 Current Use of Digital Badges in Education 247  
     10.7 Summary 249  
     References 250  
  Chapter 12: A Gamification-Based Framework for Developing Learning Activities of Computational Thinking 269  
     12.1 Introduction 269  
     12.2 Background 271  
        12.2.1 Gamification 271  
        12.2.2 Learning Theories 273  
        12.2.3 Computational Thinking 273  
     12.3 Developing Learning Activities 274  
     12.4 The Proposed Framework 277  
        12.4.1 The Pillars of the Constructivist Learning Theory 278  
        12.4.2 Gamification Elements 279  
           12.4.2.1 Elements of Behavior Category 279  
           12.4.2.2 Elements of Progression Category 282  
           12.4.2.3 Elements of Feedback Category 282  
        12.4.3 Teacher’s Guideline of Gamification Elements 283  
        12.4.4 Computational Thinking Skills 284  
        12.4.5 Dispositions and Behaviors of Computational Thinking 285  
        12.4.6 Computational Thinking Vocabulary 285  
     12.5 Use of Proposed Framework 286  
     12.6 Application Scenarios 287  
        12.6.1 First Scenario 287  
        12.6.2 Second Scenario 292  
        12.6.3 Third Scenario 295  
           12.6.3.1 Activity 1 296  
           12.6.3.2 Activity 2 297  
     12.7 Conclusions and Future Work 299  
     References 301  
  Chapter 13: Educational Gamified Science Simulations 303  
     13.1 Introduction and Motivation 303  
     13.2 Background 304  
        13.2.1 Educational Simulations in Science Education 304  
        13.2.2 Motivation and Learning 305  
        13.2.3 Games and Gamification in Education 306  
           13.2.3.1 Designing Instructional Environments with Game Elements 308  
        13.2.4 Game Design and Gamification Strategies 309  
           13.2.4.1 Game Design Elements 309  
           13.2.4.2 Gamification Strategies 309  
           13.2.4.3 Game Mechanics in more Detail 310  
     13.3 Gamification of Simulations and Simulation Games 311  
        13.3.1 Towards a Definition 311  
        13.3.2 Educational Simulation Games 313  
           13.3.2.1 Analyzing Successful Examples 313  
           13.3.2.2 Educational Simulation Game Design 314  
        13.3.3 Educational Gamified Simulations 314  
           13.3.3.1 Analyzing Successful Examples 314  
           13.3.3.2 Educational Gamified Simulation Design 315  
        13.3.4 Analyzing Design Characteristics of Gamified Simulations 315  
     13.4 Design Principles for Educational Gamified Simulations 316  
        13.4.1 Design Elements 316  
        13.4.2 Design Process 317  
        13.4.3 Gamification Strategies 318  
           13.4.3.1 Integrate Game Elements into the Existing Simulation 319  
           13.4.3.2 Build a Gamification Framework Around the Existing Simulation 319  
     13.5 Case Study: Gamified TEALsim 320  
        13.5.1 Integrate Game Elements into the Existing Simulation 320  
        13.5.2 Build a gamification framework around the existing simulation 322  
     13.6 Conclusions 323  
     References 323  
  Chapter 14: From Market Place to Collusion Detection: Case Studies of Gamification in Education 326  
     14.1 Introduction 326  
     14.2 Case Studies 328  
        14.2.1 Case Study One: Peer Tutoring (The Price of Helps) 328  
           14.2.1.1 Discussion 330  
        14.2.2 Case Study Two: Pairwise Competition on Programming Tasks 331  
        14.2.3 Case Study Three: Fair Grouping Issue 333  
        14.2.4 Case Study Four: Simulated Market (An Outsourcing Game) 334  
        14.2.5 Case Study Five: Preventing Cheating (Sharing Answers) During Exams 335  
     14.3 Discussions 336  
     14.4 Concluding Remarks and Future Studies 337  
     References 338  
  Chapter 15: Physical Skills and Digital Gaming: The Relationship between Basketball and an Augmented Reality Adaption 340  
     15.1 Introduction 340  
     15.2 Transferability between real and digital worlds 341  
     15.3 Transfer effects, transfer layers and forms of transfer 343  
     15.4 Theories of schemes as explanatory models for (sport motoric) transfers 345  
     15.5 Transfer and transformation 347  
     15.6 Intermondial transfer by the example of basketball 349  
        15.6.1 Experimental Setup 353  
        15.6.2 Results 354  
     15.7 Summary and Outlook 358  
     References 359  
        Additional Reading Section 362  
  Chapter 16: Storytelling to Immersive Learners in an Authentic Virtual Training Environment 363  
     16.1 Introduction 363  
     16.2 Realism and Authenticity 365  
        16.2.1 Realism Through Technology 366  
        16.2.2 Authentic Assessment in nDiVE 366  
     16.3 Integration of Gamification Mechanics 367  
        16.3.1 Ghost Images and Rewind 368  
        16.3.2 Time and Space Controls 368  
        16.3.3 Save Points and Multiple Lives 369  
     16.4 An Interactive Story 369  
        16.4.1 Nonlinear Narratives in Unrestricted Learning Spaces 369  
        16.4.2 The Gamified Nudge 370  
     16.5 Future Developments in nDiVE 373  
     16.6 Conclusions 375  
     References 375  
  Chapter 17: Shaping Behaviours Through Space and Place in Gamified Virtual Learning Environments 378  
     17.1 Introduction 378  
     17.2 Literature Review 379  
        17.2.1 Gamification 379  
        17.2.2 Structure of Collaborative Virtual Space 380  
        17.2.3 Policy 380  
     17.3 Case Study 381  
        17.3.1 The Critical Incident 382  
        17.3.2 Data Sources 383  
        17.3.3 The Drunken Avatar Encounter 383  
           17.3.3.1 Timeline 383  
        17.3.4 Perceptions and Reality 384  
     17.4 Gamification Elements in the 2D and 3D Collaborative Virtual Environments 385  
        17.4.1 Reflections on the Incident 385  
     17.5 Reconceptualising Virtual Environments 389  
        17.5.1 Creating a Team Place 389  
        17.5.2 Behaviour-Mapping Model for Space and Place Incorporating Aspects of Policies and Gamification 391  
           17.5.2.1 The Individual Place 391  
           17.5.2.2 The Sphere of Space 392  
           17.5.2.3 The Sphere of Place 392  
           17.5.2.4 The Policy Dimension 393  
              Orientation Policy 393  
              Location Specific Policy 393  
              More Considerations Supporting Adherence to Policy 395  
                 Further Mediating Roles 395  
                 Technical Support for Compensating Policy Dimension 395  
           17.5.2.5 The Gamification Dimension 396  
              A Meaningful Gamification Design 396  
              The Dark Side of Gamification 398  
     17.6 Conclusion 398  
     References 399  
  Chapter 18: The Development and Assessment of a Team-­Based Management Game 402  
     18.1 Introduction 402  
     18.2 Learning Theory and Experiential Learning Models 404  
     18.3 Preliminary Surveys of Games of the TBMR Genre 407  
        18.3.1 Hypermarket Game 407  
        18.3.2 Software Stores Control 407  
        18.3.3 Xing Game 408  
     18.4 The SGIBS Game Design and Development Process 408  
        18.4.1 Feedback 411  
     18.5 The SGIBS Game: Characteristics and Features 412  
     18.6 The Game Development Process 413  
        18.6.1 The Decision Input Mechanism 413  
        18.6.2 Progression Through the Game Session: A Snapshot 416  
        18.6.3 Decision Tracking Features 419  
     18.7 The SGIBS Game Assessment Trials 422  
        18.7.1 Results of Test Measurements and Perception Surveys 422  
        18.7.2 Survey of Students’ Perception of Game Value 423  
        18.7.3 Synthesis of Game Design with Reference to Suggested Models and Frameworks 425  
           18.7.3.1 de Freitas et al. (2009) 4-D Framework 425  
           18.7.3.2 The Keller (1984) Four Step ARCS Model 426  
           18.7.3.3 The Four Types of Participants Suggested by Schwan (2006) 427  
     18.8 Conclusions 427  
     18.9 Future Developments 428  
     References 429  
  Chapter 19: Gamification in Virtual Worlds for Learning: A Case Study of PIERSiM for Business Education 431  
     19.1 Introduction 431  
     19.2 Gamification 432  
     19.3 Gamification of Education 433  
     19.4 Virtual Worlds and Gaming 435  
     19.5 A Case Study: PierSim 435  
        19.5.1 Why PierSim? What’s Wrong With Business Education? 435  
        19.5.2 What is PierSim 437  
        19.5.3 Sample 440  
     19.6 Results 440  
        19.6.1 Descriptive Statistics 441  
     19.7 Teach About Business 441  
     19.8 Interpretation 443  
     19.9 Conclusion 444  
     19.10 Appendix: Questionnaire 445  
     References 446  
  Chapter 20: Theoretical Considerations for Game-Based e-Learning Analytics 448  
     20.1 Introduction 448  
     20.2 Big Data and Complexity Science 449  
     20.3 Data from Game-Based and Gamified e-Learning 452  
     20.4 Atomistic Data Challenges 453  
     20.5 Holistic Data Challenges 456  
     20.6 Summary 459  
     References 460  
  Chapter 21: Critical Perspective on Gamification in Education 462  
     21.1 Introduction 462  
     21.2 Basics of Learning 463  
     21.3 Technology 463  
     21.4 Educational Change and Technology 464  
     21.5 Gaming 465  
     21.6 Scholarship of Teaching and Learning 467  
     21.7 Conclusion and Future Directions 470  
     References 472  
  Chapter 22: Implementing Gamification: Requirements and Gamification Platforms 476  
     22.1 Introduction 476  
     22.2 The Gamification Process 477  
        22.2.1 Business Modeling 478  
        22.2.2 Requirements 479  
        22.2.3 Design 479  
        22.2.4 Provisioning 480  
        22.2.5 Implementation 481  
        22.2.6 Test 481  
        22.2.7 Deployment 481  
        22.2.8 Monitoring 481  
     22.3 Requirements 482  
        22.3.1 General Gamification Requirements 482  
           22.3.1.1 Basic Concepts (L1) 482  
           22.3.1.2 Gamification Rules (L2) 483  
        22.3.2 Functional Requirements 485  
        22.3.3 Non-Functional Requirements 486  
     22.4 Gamification Solutions 486  
        22.4.1 Achievement Systems 487  
        22.4.2 Integrated Solutions 488  
        22.4.3 Generic Gamification Platforms 489  
        22.4.4 Others 491  
     22.5 Requirements Mapping 491  
     22.6 Application 493  
     22.7 Summary 494  
     References 494  
  Chapter 23: Workplace Psychology and Gamification: Theory and Application 496  
     23.1 Theory and Definitions 496  
        23.1.1 Engagement in the Workplace 497  
           23.1.1.1 The Job Demand-Resource Model 498  
           23.1.1.2 Psychological Capital and Positive Emotions 501  
        23.1.2 Engagement in Games 501  
           23.1.2.1 Mastery 502  
           23.1.2.2 Positive Emotions and Personal Resources 502  
           23.1.2.3 Social Components 502  
           23.1.2.4 Purpose 503  
     23.2 Research Model 503  
     23.3 Application 506  
        23.3.1 Use Case 506  
        23.3.2 Evaluation Results 508  
     23.4 Summary and Outlook 510  
     23.5 Appendix 1: Model Estimations 511  
     23.6 Appendix 2: Questionnaire Items 512  
     References 513  
  Chapter 24: The Gamification as a Resourceful Tool to Improve Work Performance 517  
     24.1 Introduction 517  
     24.2 How Gamification Works 519  
     24.3 Gamification’s Technical Limitations 520  
     24.4 Gamification’s Solution to Business and Technical Problems 521  
        24.4.1 Marketing 521  
        24.4.2 Community 522  
        24.4.3 Sales 523  
        24.4.4 Support 523  
        24.4.5 Product 524  
        24.4.6 HR/Learning 524  
     24.5 The Limitations of Gamification: Problems, Implications, and Managerial Caveats 525  
     24.6 Assessment of Gamification’s Success 526  
     24.7 Conclusion 527  
     References 529  
  Chapter 25: Gamification in the Enterprise: Differences from Consumer Market, Implications, and a Method to Manage Them 533  
     25.1 Introduction 533  
        25.1.1 The Notion of Games 534  
        25.1.2 Game Mechanics 536  
        25.1.3 Levels of Gamification 536  
        25.1.4 Areas of Application in Consumer and Enterprise Markets 537  
        25.1.5 Why Gamification in the Enterprise is Different to Consumer-Focused Gamification? 537  
        25.1.6 Next Sections 538  
     25.2 Differentiating Gamification in the Consumer and Enterprise Market 538  
        25.2.1 Discussion of the Differences 541  
           25.2.1.1 Purpose of Gamification 541  
           25.2.1.2 Reasons for Engagement 541  
           25.2.1.3 Design of Gamified Environment 541  
           25.2.1.4 Creative Freedom 542  
           25.2.1.5 Factors of Motivation 542  
           25.2.1.6 Impact of Failure 542  
           25.2.1.7 Design of the Work 542  
           25.2.1.8 Conflict of Interest 543  
     25.3 Leveraging Theories and Research in Existing Areas for Gamification 543  
        25.3.1 Motivation 543  
        25.3.2 Persuasion 545  
        25.3.3 Engagement 546  
     25.4 A Framework for Gamification in the Enterprise 547  
        25.4.1 Need for the Framework 547  
           25.4.1.1 Set the Goals and Objectives 547  
           25.4.1.2 Understand the Challenges in Attaining the Set Objectives 549  
           25.4.1.3 Analyze the Factors for Motivation and Management of Challenges 549  
           25.4.1.4 Designing Gamified System 550  
           25.4.1.5 Measure and Improve 551  
           25.4.1.6 Engagement Boosters 551  
     25.5 Case Studies 551  
        25.5.1 Sustainable Innovation Program 551  
        25.5.2 Experiential Learning Program 553  
           25.5.2.1 Learning 553  
     25.6 Conclusion 554  
     References 554  
  Chapter 26: Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork 556  
     26.1 Introduction 556  
     26.2 Goals, Conflicts, and Behavior in Non-game Teamwork 558  
        26.2.1 Goals and Task Design 559  
        26.2.2 Conflict Management 560  
        26.2.3 Compete or Cooperate 560  
     26.3 Gamification and the Persuasive Game Design Model 562  
        26.3.1 Gamification 562  
        26.3.2 The Persuasive Game Design Model 563  
     26.4 Game Design Elements: Rules and Goals 564  
     26.5 A Framework for the Gamification of Teamwork Situations 566  
        26.5.1 Game Goals 568  
        26.5.2 Interaction Design 568  
        26.5.3 User Characteristics and User Experience 569  
        26.5.4 Applying the Framework 570  
     26.6 Illustrative Design Cases 571  
        26.6.1 Leadership game RANJ 571  
        26.6.2 Red Team Game 571  
     26.7 Future Research on Transfer Effects 572  
        26.7.1 Direct Effects 572  
        26.7.2 Transfer Effects 573  
     26.8 Conclusion 573  
     References 574  
  Chapter 27: Gamification and Law 577  
     27.1 General Information About This Chapter and Introduction 577  
     27.2 Laws and Regulations, Selected Cases and Best Practices 580  
     27.3 Civil Law: Contract Law (Terms of Service) 580  
        27.3.1 Bragg vs. Linden Lab 581  
        27.3.2 Peter Ludlow vs. Electronic Arts 583  
     27.4 Civil Law: Liability and Measurability 584  
     27.5 Copyright Law 585  
        27.5.1 Betamax Case 586  
     27.6 Unfair Competition and Consumer Protection Law 589  
        27.6.1 Example: Picknplay 590  
     27.7 Conclusion and Final Remarks 591  
     References 594  
  Chapter 28: How to Avoid the Dark Side of Gamification: Ten Business Scenarios and Their Unintended Consequences 595  
     28.1 Introduction 595  
     28.2 Recruitment 596  
        28.2.1 Scenario One 596  
           28.2.1.1 Potential Problems 596  
        28.2.2 Scenario Two 597  
           28.2.2.1 Potential Problems 598  
        28.2.3 Scenario Three 599  
           28.2.3.1 Potential Problems 599  
     28.3 Onboarding 600  
        28.3.1 Scenario Four 600  
           28.3.1.1 Potential Problems 600  
        28.3.2 Scenario Five 601  
           28.3.2.1 Potential Problems 602  
     28.4 Training 602  
        28.4.1 Scenario Six 602  
           28.4.1.1 Potential Problems 603  
        28.4.2 Scenario Seven 603  
           28.4.2.1 Potential Problems 604  
     28.5 Performance 604  
        28.5.1 Scenario Eight 604  
           28.5.1.1 Potential Problems 604  
        28.5.2 Scenario Nine 605  
           28.5.2.1 Potential Problems 605  
        28.5.3 Scenario Ten 606  
           28.5.3.1 Potential Problems 606  
     28.6 Conclusions 607  
     References 608  
  Chapter 29: Gamification of Survey Research: Empirical Results from Gamifying a Conjoint Experiment 611  
     29.1 Introduction 611  
        29.1.1 Background and Motivation 611  
        29.1.2 Application of Gamification 612  
        29.1.3 Gamification of Work 613  
        29.1.4 Gamification of Surveys 613  
        29.1.5 Respondent Engagement in Survey Research 614  
        29.1.6 Conjoint Experiments 615  
     29.2 Methodology 616  
        29.2.1 Conjoint Experiment Design 616  
        29.2.2 Measurement of Engagement 616  
        29.2.3 Applicability of Gamification to Conjoint Analysis 617  
        29.2.4 Experimental Design 618  
        29.2.5 Effect of the Game Setting on Engagement 619  
        29.2.6 Additional Motivating Factors 620  
     29.3 Description of Game Versions 620  
        29.3.1 Version 1.0: Simple Choice Sets 620  
        29.3.2 Version 2.1: Salesperson: No Correct Answers 621  
        29.3.3 Version 2.2: Salesperson: With Correct Answers 621  
        29.3.4 Version 3: Monsters: With Correct Answers 621  
     29.4 Experimental Results 623  
        29.4.1 The Research Setting 623  
        29.4.2 Drop-Off Rate 624  
        29.4.3 Time Taken 624  
        29.4.4 Self-Reported Engagement 625  
        29.4.5 Number of Choice Tasks Completed 627  
        29.4.6 Minimum Efforts 628  
        29.4.7 Reliability of Results 628  
     29.5 Summary and Conclusions 629  
     References 631  
  Chapter 30: Project Knowledge Management While Simply Playing! Gaming Mechanics in Project Knowledge Management Systems 634  
     30.1 Motivation or Why Gamification is Needed in Project Knowledge Management 634  
     30.2 Research on Gamification 636  
        30.2.1 Definition 637  
        30.2.2 Realization of Gamification 637  
        30.2.3 Design and Implementation 639  
        30.2.4 Effects and Influencing Factors of Gamification 640  
     30.3 Gamification in Project Knowledge Management 642  
        30.3.1 Issues of Knowledge Management in Companies 643  
        30.3.2 Design of a Project Knowledge Management System 644  
           30.3.2.1 Requirements and Design of our Project KMS 645  
           30.3.2.2 Design Choices from a Gamification Perspective 647  
     30.4 Conclusion 652  
     References 652  
  Chapter 31: How Gamification Can Help Companies to Become More Sustainable: A Case Study on Ride Sharing 656  
     31.1 Introduction 656  
     31.2 Gamification Framework 657  
     31.3 Applied Gamification: Gamifying Ride Sharing for Better Sustainability 658  
        31.3.1 Define Business Objectives 659  
        31.3.2 Delineate Target Behaviors 661  
        31.3.3 Describe Your Players 662  
        31.3.4 Devise Activity Cycles 665  
        31.3.5 Don’t Forget About the Fun 666  
        31.3.6 Deploy Appropriate Tools 668  
     31.4 Creating the Narrative: The Personification of Anti-Objectives 669  
     31.5 Building the Relationships: Getting Cooperation into Motion 671  
     31.6 Making Progress: Green Feedback, Skill Unlocking, Gifting 673  
     31.7 Selecting the Ride: Joyfully and Autonomously Picking the Driver 674  
     31.8 Discussion 674  
     31.9 Summary 675  
     References 676  
  Chapter 32: Gamification-supported Exploration and Practicing for Automotive User Interfaces and Vehicle Functions 678  
     32.1 Introduction 678  
        32.1.1 Motivation 678  
        32.1.2 Contribution 679  
        32.1.3 Chapter Overview 680  
     32.2 Elements and Mechanics of Gamification 680  
     32.3 Gamification in the Automotive Domain 681  
        32.3.1 Gamified Automotive Applications outside Vehicles 681  
           32.3.1.1 Automotive Marketing with Gamified Applications 681  
           32.3.1.2 Gamified Speed Monitoring Applications 682  
        32.3.2 Gamified Automotive Applications in Vehicles 683  
           32.3.2.1 Navigation and Efficient Driving 683  
           32.3.2.2 Safe Driving 683  
           32.3.2.3 Eco-Driving 684  
     32.4 Gamified Learning and Exploration 685  
        32.4.1 Gamified Learning 685  
        32.4.2 Gamified Tutorials, Training and Exploration 685  
     32.5 Potential Limitations and Challenges of Gamification 687  
     32.6 Gamification-Based Framework for Automotive User Interface Training 688  
        32.6.1 Purpose of the Framework 688  
        32.6.2 General Functionality 688  
        32.6.3 Sample Scenarios for the Gamified Automotive Training Framework 689  
           32.6.3.1 Interactive Tutorial for Car Buyers 689  
           32.6.3.2 Guidance for Rental Car and Car Sharing Users 691  
     32.7 Evaluation of the Offline Mode Prototype 692  
        32.7.1 Evaluation Setting and Methodology 692  
           32.7.1.1 Tasks 692  
           32.7.1.2 Participants 693  
        32.7.2 Results 694  
           32.7.2.1 Results of Driving Experiment 694  
           32.7.2.2 Results related to the Mobile Application 696  
        32.7.3 Discussion 696  
           32.7.3.1 Influence of Gamification on the Training Motivation (RQ1) 696  
           32.7.3.2 Influence of Gamification on the Driving Performance (RQ2) 696  
           32.7.3.3 Influence of Gamification on Recommendations (RQ3) 697  
           32.7.3.4 Negative Aspects of Gamification (RQ4) 697  
     32.8 Towards Guidelines for Gamification in the Automotive Domain 698  
     32.9 Conclusion and Future Work 699  
     References 700  
  Chapter 33: Application of Game Thinking and Game Elements in New Joiner Induction and On-Boarding Process 703  
     33.1 Preface 703  
     33.2 The Game 704  
     33.3 Induction and On-Boarding 705  
     33.4 The Team 706  
     33.5 Approach 706  
     33.6 Business Need 706  
     33.7 Design and Develop 707  
     33.8 Pilot-Run 709  
     33.9 Game Day 710  
     33.10 Learning and Next Steps 710  
     33.11 Participant Feedback 711  
  Chapter 34: Gamification: The Measurement of Benefits 712  
     34.1 Overview 712  
     34.2 Measurement Construct 712  
     34.3 Goal Setting 713  
     34.4 Exercise 713  
     34.5 Establishing KPIs 714  
     34.6 KPIs by Business Environment 714  
     34.7 Using the Right Data to Get the Metrics 717  
     34.8 Data Considerations: Categorizations 718  
        34.8.1 Action Naming Convention 718  
        34.8.2 Segmentation 718  
        34.8.3 Contextual Tags and Metadata 719  
        34.8.4 Verifying the Measurement Plan: Silent Tracking 719  
     34.9 Analysis 721  
     34.10 Conclusion 725  
     34.11 Appendix: Measurement and Learning Plan 726  
     Reference 727  
  Index 728  


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