A Practical View of Gamifying Information Systems for the Future

被引:2
|
作者
Jedel, Izabella [1 ]
Gillberg, David [1 ]
机构
[1] Insert Coin, Stockholm, Sweden
关键词
Adoption; Design Science Research; Digital Transformation; Gamification; Human Modeling System; Industry; 4.0; Innovation; Learning Curve; Manufacturing; Start-Up; Technology Acceptance; GAMIFICATION; ETHNOGRAPHY; METHODOLOGY;
D O I
10.4018/IJGCMS.291540
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
Gamification's role to support usability and innovation in the manufacturing industry is in its infancy. The present study displays a multi-cited ethnographical approach of a design science research project conducted between a start-up gamification firm and a manufacturing company. The case shows how different gamification design methods are used when gamifying a novel human modelling system. Furthermore, the interference from method to the design is presented and compared with conceptual views of gamification design. The findings show the need for early technical due diligence in collaborations between newer and older firms as well as the need for more comprehensive gamification frameworks to support industry design of gamification in different contexts.
引用
收藏
页数:13
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