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TOWARD MEANINGFUL ENGAGEMENT: A FRAMEWORK FOR DESIGN AND RESEARCH OF GAMIFIED INFORMATION SYSTEMS

机译:朝着有意义的参与:设计化信息系统的框架

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Gamification, an emerging idea for using game design elements and principles to make everyday tasks more engaging, is permeating many different types of information systems. Excitement surrounding gamification results from its many potential organizational benefits. However, few research and design guidelines exist regarding gamified information systems. We therefore write this commentary to call upon information systems scholars to investigate the design and use of gamified information systems from a variety of disciplinary perspectives and theories, including behavioral economics, psychology, social psychology, information systems, etc. We first explicate the idea of gamified information systems, provide real-world examples of successful and unsuccessful systems, and, based on a synthesis of the available literature, present a taxonomy of gamification design elements. We then develop a framework for research and design: its main theme is to create meaningful engagement for users; that is, gamified information systems should be designed to address the dual goals of instrumental and experiential outcomes. Using this framework, we develop a set of design principles and research questions, using a running case to illustrate some of our ideas. We conclude with a summary of opportunities for IS researchers to extend our knowledge of gamified information systems, and, at the same time, advance existing theories.
机译:游戏化是一种使用游戏设计元素和原理使日常任务更具吸引力的新兴思想,它正在渗透到许多不同类型的信息系统中。围绕游戏化的兴奋来自其许多潜在的组织利益。但是,关于游戏化信息系统的研究和设计指南很少。因此,我们写这篇评论来呼吁信息系统学者从行为经济学,心理学,社会心理学,信息系统等多种学科角度和理论研究游戏化信息系统的设计和使用。游戏化信息系统,提供成功和失败系统的真实示例,并基于现有文献的综合,提供游戏化设计元素的分类法。然后,我们开发一个研究和设计框架:其主要主题是为用户创造有意义的参与度;也就是说,游戏化信息系统应设计为解决工具性和体验性结果的双重目标。使用此框架,我们通过运行案例来说明我们的一些想法,从而开发出一系列设计原则和研究问题。最后,我们总结了信息系统研究人员扩展我们对游戏化信息系统的知识,同时发展现有理论的机会。

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