WI Workshop: Above & Beyond Gamification – Adaptiv and Intelligent Concepts to Support User Motivation and Engagement
The use of games and game-like elements in information systems has increased at an astounding pace and led to inspiring trends, one being gamification which counts among the most prominent developments in the last years. Gamification is defined as the use and combination of game design elements in non-game contexts and involves the incorporation of gaming elements into monotonous and tedious tasks to change the behavior or users. Therefore, gamification is the next stage of game development, in non-entertainment-based online environments with the intention to motivate and engage information system users to change their behavior.
Meanwhile new ways of creating individualized gamification concepts have developed by working with and referring to “intelligent” methods such as artificial intelligence. Methods of artificial intelligence allow for individualizing gamification concepts to get away from so-called “one-size-fits-all” solutions. Working with and designing individual gamification concept designs is necessary, because users differ in their personality and their behavior, and experience competition and cooperation in different ways. To design individualized gamification concepts, it is also useful to refer to related concepts such as the concept of digital nudging, where different kinds of elements are used to trigger the behavior of users. Gamification and digital nudging elements are also used as elements to reduce the usage behavior of users by referring to the concept of “Digital Detox”. Consequently, we need to get away from standardized gamification and digital nudging designs by better adapting such concepts to a specific context and/or the needs of a target group by working with intelligent methods.
The goal of the workshop is discuss about how we can make gamification concepts more intelligent to better adapt them to the needs of a target group of to a specific context. This workshop is part of a THCI (AIS Transactions on Human-Computer Interaction) special issue and considers submissions concerning the following topics:
• Concepts and empirical insights on individualized gamification concepts
• Artificial intelligence and gamification
• Gamification concepts for “Smart personal assistants”
• NeuroIS and gamification
• Analysis of user needs and preferences in gamification
• Role and meaning of context and culture in developing gamification concepts
• Individual design of gamification concepts (working with dynamics of competition and collaboration)
• Digital nudging vs. Gamification
• Digital nudging to motivate behavioral changes of users
• Gamification/ digital nudging for digital detox
For the first part of our workshop, we will invite a keynote speaker (tba). Afterwards, each participant is asked to prepare a short presentation based on the submitted paper (or position statement). In a second part of our workshop, we will derive a research agenda for intelligent, and adaptive gamification concept designs and their related topics. The agenda will be a part of our THCI special issue for 2021. Interested researchers can submit a completed research paper (with a maximum of 15 pages, references, appendix, acknowledgements included), as well as research in progress papers (with a maximum of 4 pages, references, appendix, acknowledgements included). Participants that would like to join for the workshop but that do not have a paper they can submit are asked to submit a position statement (1 page, times new roman 12pt. considering motivation, problem, suggested solution).
Deadlines & Dates:
• Initial submission deadline: 15/12/2020
• Acceptance decisions: 31/12/2020
• Deadline for final submission: 31/01/2021
Dr. Sofia Schöbel – University of Kassel, Information Systems
Dr. Andreas Janson – University of St. Gallen, Institute of Information Management
Prof. Dr. Ali Sunyaev – Karlsruhe Institute of Technology, Critical Information Infrastructures
Manuel Schmidt-Kraepelin – Karlsruhe Institute of Technology, Critical Information Infrastructures