Abstract
Gamification, an umbrella term for incorporating game design elements into non-game systems to make them more engaging and productive, is of interest to Information System (IS) communities, because it has wide applications, such as, gamification designs for workplace, learning and health apps, social media, online communities, and the gig economy. As a multidisciplinary research domain, gamification integrates elements of technology, human motivation, task design, human-computer-interface design, and algorithms/AI design, and is a fertile ground for IS researchers with a variety of different background. There are many challenges in conducting gamification research, including how to get started in this highly multidisciplinary domain, how to identify novel issues of practical and theoretical importance, how to navigate gamification design processes and avoid common pitfalls, and how to add theoretical contributions to the literature on gamification science. This panel is designed to bring together a team of experts on gamification research to explore these issues and other related issues from the audience.
Original language | English (US) |
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Title of host publication | 28th Americas Conference on Information Systems, AMCIS 2022 |
Publisher | Association for Information Systems |
ISBN (Electronic) | 9781958200001 |
State | Published - 2022 |
Event | 28th Americas Conference on Information Systems, AMCIS 2022 - Minneapolis, United States Duration: Aug 10 2022 → Aug 14 2022 |
Publication series
Name | 28th Americas Conference on Information Systems, AMCIS 2022 |
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Conference
Conference | 28th Americas Conference on Information Systems, AMCIS 2022 |
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Country/Territory | United States |
City | Minneapolis |
Period | 8/10/22 → 8/14/22 |
Bibliographical note
Publisher Copyright:© 2022 28th Americas Conference on Information Systems, AMCIS 2022. All Rights Reserved.
Keywords
- Current Issues
- Gamification
- Gamification Design
- Research Gaps