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Potentials of a web-based gamification guidance for knowledge transfer between research and industry

Published: 15 October 2021 Publication History

Abstract

Research results show that gamification can influence emotions, motivation and behavior. However, in order to apply the results in the software development in industry, they need to be easily accessible. To enable a knowledge transfer, a concept and a prototype for an interactive web-based tool were designed to summarize and visualize existing research results and practical examples in a simplified way regarding the use of gamification elements. Step by step, the user defines parameters such as context of use, age, gender and user type for the target group. Based on this, effects in research results are presented simplified and sorted in four categories in pie charts. This is intended to provide users in the industry with the competence to select appropriate gamification elements for their usage. The approach was developed in a user-centered way, including pre-study interviews with seven participants from research and / or industry, and then evaluated using a clickable prototype and qualitative open interviews. Potentials for industry and research were examined. The approach was perceived as supportive in selecting appropriate gamification elements for use in industry. It may lead to faster finding of research results, promote networking and may generate a kind of meta review. The elaboration of such tools may support the interconnection between research and industry, as well as the transfer and applicability of knowledge in gamification.

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Cited By

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  • (2022)Gamification for Smart and Collaborative Last Mile Networks Knowledge Transfer2022 IEEE 28th International Conference on Engineering, Technology and Innovation (ICE/ITMC) & 31st International Association For Management of Technology (IAMOT) Joint Conference10.1109/ICE/ITMC-IAMOT55089.2022.10033189(1-9)Online publication date: 19-Jun-2022

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cover image ACM Conferences
CHI PLAY '21: Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play
October 2021
414 pages
ISBN:9781450383561
DOI:10.1145/3450337
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Published: 15 October 2021

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  1. Gamification
  2. Human-Centered Design
  3. Knowledge Transfer

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  • Refereed limited

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View all
  • (2022)Gamification for Smart and Collaborative Last Mile Networks Knowledge Transfer2022 IEEE 28th International Conference on Engineering, Technology and Innovation (ICE/ITMC) & 31st International Association For Management of Technology (IAMOT) Joint Conference10.1109/ICE/ITMC-IAMOT55089.2022.10033189(1-9)Online publication date: 19-Jun-2022

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