Should Gamification be Personalized? A Self- deterministic Approach
Information system (IS) gamification has been successful in many contexts. Yet, research has shown gamification’s success to vary between individuals. In this paper, we compare personalized versus non-personalized gamification in a warehouse management setting. We devised a 26-participant within-sub...
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Published in | Association for Information Systems transactions on human-computer interaction Vol. 13; no. 3; pp. 265 - 286 |
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Main Authors | , , , , , |
Format | Journal Article |
Language | English |
Published |
Atlanta
Association for Information Systems
01.09.2021
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Subjects | |
Online Access | Get full text |
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Summary: | Information system (IS) gamification has been successful in many contexts. Yet, research has shown gamification’s success to vary between individuals. In this paper, we compare personalized versus non-personalized gamification in a warehouse management setting. We devised a 26-participant within-subject experiment in which we programmed goal setting and feedback gamification elements into a wearable warehouse management system to evaluate the effectiveness of personalized gamification in terms of user performance. We examined the extent to which personalized gamification succeeded by categorizing participants into one of six user types through the HEXAD scale and then evaluating their performance time and errors across user types and conditions. We found that personalized gamification is more effective than non-personalized gamification. We present and discuss the motivational mechanisms through which personalized gamification can be more effective. |
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Bibliography: | ObjectType-Article-1 SourceType-Scholarly Journals-1 ObjectType-Feature-2 content type line 14 |
ISSN: | 1944-3900 1944-3900 |
DOI: | 10.17705/1thci.00150 |