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Gamification

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Full-Text Articles in Social and Behavioral Sciences

Private Sector Staff’S Lived Experiences With Gamified Onboarding Programs, Willa Thorpe Feb 2024

Private Sector Staff’S Lived Experiences With Gamified Onboarding Programs, Willa Thorpe

Walden Dissertations and Doctoral Studies

Although gamification is an emerging area of study, it is still a relatively new concept in workplaces. The purpose of this qualitative study was to explore the lack of existing literature on the topic of an interpretative, phenomenological analysis approach of private sector staff when gamification is utilized in onboarding processes. Data were collected via 12 individual semistructured interviews of full- or part-time employees at a partner organization in the information technology sector in India. Self-determination theory was used as the conceptual framework of this study. The research questions explored the lived experiences of staff with gamified onboarding programs and …


Gamification As An Effective Method In Developing Leadership Skills And Competencies, Tianshi Hao, Ziyi Liu, Hanhui Bao, Siyuan Chen, Jesse Llamas, Michael Llamas Jan 2024

Gamification As An Effective Method In Developing Leadership Skills And Competencies, Tianshi Hao, Ziyi Liu, Hanhui Bao, Siyuan Chen, Jesse Llamas, Michael Llamas

The Scholarship Without Borders Journal

Gamification, the incorporation of game design features into non-game environments, has been implemented in a variety of disciplines, including education, sustainability, language learning, and workplace transformation. According to research, workplace gamification enhances employee engagement and productivity. The gaming business has leveraged incentives and motivation to drive behavior and participation. This literature study assesses gamification's potential as a technique for leadership development and competency building. Leadership is characterized by a combination of personality characteristics, knowledge, abilities, and behaviors. Existing leadership competency analysis frameworks include emotional intelligence and taxonomies such as Gallup's "Strengths Finder." Through points, levels, and leaderboards, gamification has been …


Beyond The Game: Gamification, Sports Betting, And Fantasy Sports In Modern Sports, Kyler A. Ripley Jan 2024

Beyond The Game: Gamification, Sports Betting, And Fantasy Sports In Modern Sports, Kyler A. Ripley

Soaring: A Journal of Undergraduate Research

The gamification of fantasy sports and sports betting is real in our society today and has become incredibly useful, but policymakers need to create laws to protect consumers.


Exploring College Student Experiences In A Kinesiology Course Using A Gamified Grading System, Rachel E. Williams, Jedediah E. Blanton, Christopher D. Kilgore, Matthew Jones Nov 2023

Exploring College Student Experiences In A Kinesiology Course Using A Gamified Grading System, Rachel E. Williams, Jedediah E. Blanton, Christopher D. Kilgore, Matthew Jones

Educational Practices in Kinesiology

Past findings indicate mixed results on the effectiveness of gamification in college courses. The use of a gamified version of specifications-based grading (e.g., gamified grading) is not yet well understood. The purpose of this two-part study was to understand students’ perceptions of intrinsic motivation and engagement in a kinesiology course using gamified grading, facilitated by a gamified grading platform called GradeCraft©. We used qualitative inquiry to capture a robust description of the student experience across a semester, identifying themes describing the course management (e.g., comparison with traditional course, individual approach), and the psychological experience (e.g., autonomy, stress). The following semester, …


Evaluating Video Feedback To Improve Esports Performance In Street Fighter V, Romel C. White Oct 2023

Evaluating Video Feedback To Improve Esports Performance In Street Fighter V, Romel C. White

USF Tampa Graduate Theses and Dissertations

eSports is a newly rising field with rapidly increasing cultural validity. Despite the wide array of similarities between eSports and traditional sports, behavioral skill acquisition interventions have yet to be applied to video game skills. Feedback-based behavioral interventions in particular have been commonly used and implemented for effective skill acquisition for traditional sports. Although video feedback has been established as effective in conjunction with video modeling for traditional sports, further research is needed to validate its efficacy as a standalone intervention. In this study, the effects of video feedback were analyzed with three participants in a nonconcurrent multiple baseline across …


Evaluating Video Feedback To Improve Esports Performance In Street Fighter V, Romel C. White Oct 2023

Evaluating Video Feedback To Improve Esports Performance In Street Fighter V, Romel C. White

USF Tampa Graduate Theses and Dissertations

eSports is a newly rising field with rapidly increasing cultural validity. Despite the wide array of similarities between eSports and traditional sports, behavioral skill acquisition interventions have yet to be applied to video game skills. Feedback-based behavioral interventions in particular have been commonly used and implemented for effective skill acquisition for traditional sports. Although video feedback has been established as effective in conjunction with video modeling for traditional sports, further research is needed to validate its efficacy as a standalone intervention. In this study, the effects of video feedback were analyzed with three participants in a nonconcurrent multiple baseline across …


Developing A Game (Inner Dragon) Within A Leading Smartphone App For Smoking Cessation: Design And Feasibility Evaluation Study., Justin S White, Marie K Salem, Séverine Toussaert, J Lee Westmaas, Bethany Raiff, David Crane, Edward Warrender, Courtney Lyles, Lorien Abroms, Johannes Thrul Aug 2023

Developing A Game (Inner Dragon) Within A Leading Smartphone App For Smoking Cessation: Design And Feasibility Evaluation Study., Justin S White, Marie K Salem, Séverine Toussaert, J Lee Westmaas, Bethany Raiff, David Crane, Edward Warrender, Courtney Lyles, Lorien Abroms, Johannes Thrul

Faculty Scholarship for the College of Science & Mathematics

BACKGROUND: Several stand-alone smartphone apps have used serious games to provide an engaging approach to quitting smoking. So far, the uptake of these games has been modest, and the evidence base for their efficacy in promoting smoking cessation is still evolving. The feasibility of integrating a game into a popular smoking cessation app is unclear.

OBJECTIVE: The aim of this paper was to describe the design and iterative development of the Inner Dragon game within Smoke Free, a smartphone app with proven efficacy, and the results of a single-arm feasibility trial as part of a broad program that seeks to …


A Qualitative Study On Malaysian Academics' Perceptions And Suggestions On Gamified Learning, Mohd. Elmagzoub Eltahir, Nagaletchimee Annamalai, Arulselvi Uthayakumaran, Samer H Zyoud, Bilal Zakarneh Dr, Najeh Rajeh Alsalhi Jul 2023

A Qualitative Study On Malaysian Academics' Perceptions And Suggestions On Gamified Learning, Mohd. Elmagzoub Eltahir, Nagaletchimee Annamalai, Arulselvi Uthayakumaran, Samer H Zyoud, Bilal Zakarneh Dr, Najeh Rajeh Alsalhi

The Qualitative Report

This study explores lecturers' perceptions and suggestions on integrating gamified lessons in Malaysian higher institutions. The COVID-19 pandemic has drastically changed the norm of traditional classroom teaching by accelerating digital integration amongst educators and necessitating the need to address classroom gamification. To further understand educators' perceptions, we conducted in-depth interviews with 25 lecturers. We thematically analyzed the interviews by following the steps undertaken by Braun and Clarke (2006) to identify the emerging themes. The findings determine that educators found gamification suitable in teaching and learning activities during the set induction, reinforcement and assessment of specific skills. Several misconceptions also evident …


Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone Jan 2023

Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone

CMC Senior Theses

Let’s play a game. What effect do you think video games have on twenty-first-century marketing? In this age defined by its nature of digitality, capturing the attention of consumers is an arduous competition. Through market segmentation, research, and the observable variables of consumer behavior, product marketing has turned to video games as a solution to appeal to younger demographics. Gamification is an increasingly applied product marketing strategy employed to increase favorable metrics. Of those key performance indicators (KPIs), boosted measures such as click-through rates, impressions, and engagement rates suggest that gamification is a strategic opportunity to persuade consumers to take …


From Ho-Hum To Fun: Engaging Audiences With Game-Based Learnin, Lauren Mabry Oct 2022

From Ho-Hum To Fun: Engaging Audiences With Game-Based Learnin, Lauren Mabry

Upstate New York Science Librarians Conference

Are you ready to transform traditional slideshows and lecture-style presentations into exciting games that will have your audience actively collaborating, exploring, and learning? Let’s investigate multiple free(mium) tools that make it easy! Make sure to have an internet-connected personal device with you to participate in the fun.


Debunking & Prebunking: Strategies For Librarians To Eradicate Misinformation, Evan Meszaros, Mandi Goodsett Jun 2022

Debunking & Prebunking: Strategies For Librarians To Eradicate Misinformation, Evan Meszaros, Mandi Goodsett

Michael Schwartz Library Publications

No abstract provided.


Pragmatics In Game Activities, Humor, And Technology In Second Language Learning, Zachary Brandon Brown May 2022

Pragmatics In Game Activities, Humor, And Technology In Second Language Learning, Zachary Brandon Brown

All Graduate Plan B and other Reports, Spring 1920 to Spring 2023

This portfolio compiles work the author explored and developed during the Master of Second Language Teaching (MSLT) program at Utah State University (USU). It encompasses a range of experiences from teaching abroad and at USU, insights from the observation of other classrooms, and reflections from studies in the MSLT program.

Three distinct sections comprise the portfolio: teaching perspectives, research perspectives, and an annotated bibliography. The teaching perspectives detail beliefs regarding games, computer technology, humor, and pragmatics and how they influence second language learning based on the author’s personal experiences. The research perspectives and annotated bibliography elaborate further on those topics …


The Gamification Of Well-Being, Matthew Barnes Apr 2022

The Gamification Of Well-Being, Matthew Barnes

Honors Theses

The rise of the digital era has caused digital domains to become increasingly prevalent and impactful in people’s lives. This thesis explores the threats, as well as possible benefits of one type of digital system: a gamified app. It examines how gamification can impact people and society in positive and negative ways. An experimental model was tested to examine the potential impacts of such apps. The project also considered the ethical implications of gamified systems and suggests that if ethical frameworks are created, gamified systems can have a positive effect on people’s lives and be tools for positive social change.


Effects Of Gamification On Knowledge Acquisition: Aviation Weather Online Training, Jacqueline Mcsorley Apr 2022

Effects Of Gamification On Knowledge Acquisition: Aviation Weather Online Training, Jacqueline Mcsorley

Doctoral Dissertations and Master's Theses

Due to the high popularity of gaming, researchers have begun to implement aspects of these games into real life (known as gamification). Motivation and engagement may be influenced by certain game mechanics and user types, which then could also impact learning. A gap still exists as to whether leaderboards and narratives impact motivation or engagement when implemented in a non-game context (i.e., an online training program). Studies indicate that aviation weather training for general aviation pilots is underdeveloped, particularly for NEXRAD. In considering the competitive/ goal-oriented nature of pilots, gamification elements such as Achievements and Stories could best motivate pilots-in-training …


Review: Games And Gamification In Academic Libraries Edited By Stephanie Crowe And Eva Sclippa, Janna L. Mattson Jun 2021

Review: Games And Gamification In Academic Libraries Edited By Stephanie Crowe And Eva Sclippa, Janna L. Mattson

Communications in Information Literacy

No abstract provided.


Impact Of Warnings On Gamified Personality Assessments, Sabrina Yu May 2021

Impact Of Warnings On Gamified Personality Assessments, Sabrina Yu

Student Theses and Dissertations

Over the past several years, there has been a growing interest in using gamified and game-based assessments to measure individual differences (e.g., cognitive ability, personality) in both research and selection contexts. This interest, in part, stems from the research showing that gamified assessments are associated with more positive candidate reactions to selection processes and the potential to mitigate faking on personality assessments. To date, little research has examined the impact of gamification on faking overall and little research has combined gamification with a more traditional method of mitigating faking on personality assessments such as warnings. The purpose of this study …


Gamification, Game-Based Learning, And Student Engagement In Education, Alan May Apr 2021

Gamification, Game-Based Learning, And Student Engagement In Education, Alan May

Leadership Education Capstones

Over the past few years the application of educational technology in the classroom setting has been increasingly popular. Educators at all levels, primary, secondary, and post-secondary have been exploring best practices in the use of educational technology and the impact that educational technology has on student learning. Many educators have explored the idea of gamification and game-based learning in their classrooms to improve student learning and student engagement. Using technology to create a gamified or game-based learning shows positive results and has fostered an environment that encourages students to collaborate with their peers, engage with content material, and stay motivated …


A Game-Based Online Tool To Measure Cognitive Functions In Students, Valeska Berg, Mark Mcmahon, Shane L. Rogers, Michael Garrett, Dominic Manley, Gabbie Miller Jan 2021

A Game-Based Online Tool To Measure Cognitive Functions In Students, Valeska Berg, Mark Mcmahon, Shane L. Rogers, Michael Garrett, Dominic Manley, Gabbie Miller

Research outputs 2014 to 2021

Cognitive assessments can be expensive, lengthy and fatiguing for students and are often conducted in an artificial clinical context. In an effort to make the assessments more fun, researchers have started to introduce game elements to traditional cognitive tasks and training. This comes with a number of challenges. The main challenge is to develop an engaging tool that at the same time reliably assesses cognitive constructs in students. To address these challenges, this research aims to improve cognitive assessment with a new game-based assessment app that has been designed and developed in collaboration with researchers, teachers, students, and software engineers …


Decipher The Effect Of Gamification In Harnessing Boredom And Improving Performance, Zhuoyi Zhao Jan 2021

Decipher The Effect Of Gamification In Harnessing Boredom And Improving Performance, Zhuoyi Zhao

Theses and Dissertations (Comprehensive)

My thesis investigates the effectiveness of gamification in harnessing boredom and improving performance in a repetitive work process. In video games, “loot” rewards are unpredictable, intermittent gains used to motivate players to repeat boring actions. In a 2 X 2 experiment, I examine how loot rewards in point form may impact 1) disengagement, which is an immediate outcome of boredom, and 2) performance in settings where the points have and do not have cash value, respectively. More specifically, I manipulate the level of point reward unpredictability (fixed versus loot) and whether point rewards have cash value (absent versus present).

In …


Characterizing A Novel Mobile Game Battery Assessment: A Comparison Of Performance-Based And Survey-Based Executive Functioning Instruments, Josephine A. Pham Nov 2020

Characterizing A Novel Mobile Game Battery Assessment: A Comparison Of Performance-Based And Survey-Based Executive Functioning Instruments, Josephine A. Pham

Electronic Thesis and Dissertation Repository

Exploratory characterization of a novel mobile game battery was conducted via a correlational comparison with a standardized assessment of executive functioning. Previous literature has shown that computer-based and survey-based instruments have either very weak correlation or no correlation at all – giving the impression that these instruments may not measure the same constructs of executive functioning. Findings from the current exploratory study demonstrated significant associations but weak correlational strength between tasks from the computer-based game battery and an updated standardized survey-based instrument. This confirmed a trend found in previous literature, demonstrating little overlap between both instruments in executive functioning measurement. …


Exploring The Learning Efficacy Of Digital Forensics Concepts And Bagging & Tagging Of Digital Devices In Immersive Virtual Reality, Courtney Hassenfeldt, Jillian Jacques, Ibrahim Baggili Sep 2020

Exploring The Learning Efficacy Of Digital Forensics Concepts And Bagging & Tagging Of Digital Devices In Immersive Virtual Reality, Courtney Hassenfeldt, Jillian Jacques, Ibrahim Baggili

Electrical & Computer Engineering and Computer Science Faculty Publications

This work presents the first account of evaluating learning inside a VR experience created to teach Digital Forensics (DF) concepts, and a hands-on laboratory exercise in Bagging & Tagging a crime scene with digital devices. First, we designed and developed an immersive VR experience which included a lecture and a lab. Next, we tested it with (n = 57) participants in a controlled experiment where they were randomly assigned to a VR group or a physical group. Both groups were subjected to the same lecture and lab, but one was in VR and the other was in the real world. …


Grand Challenge No. 3: Digital Archaeology Technology-Enabled Learning In Archaeology, Meaghan M. Peuramaki-Brown, Shawn G. Morton, Oula Seitsonen, Chris Sims, Dave Blaine Sep 2020

Grand Challenge No. 3: Digital Archaeology Technology-Enabled Learning In Archaeology, Meaghan M. Peuramaki-Brown, Shawn G. Morton, Oula Seitsonen, Chris Sims, Dave Blaine

Journal of Archaeology and Education

Archaeology is traditionally a hands-on, in-person discipline when it comes to formal and informal instruction; however, more and more we are seeing the application of blended and online instruction and outreach implemented within our discipline. To this point, much of the movement in this direction has been related to a greater administrative emphasis on filling university classrooms, as well as the increasing importance of public outreach and engagement when it comes to presenting our research. More recently, we have all had to adjust our activities and interactions in reaction to physical distancing requirements during a pandemic. Whether in a physical …


Gamifying Place, Reimagining Publicness: The Heterotopic Inscriptions Of Pokémon Go, Orlando Woods Sep 2020

Gamifying Place, Reimagining Publicness: The Heterotopic Inscriptions Of Pokémon Go, Orlando Woods

Research Collection School of Social Sciences

This paper explores the transformative effects of augmented reality mobile games on society and space. By layering playfulness onto public space through a digital interface, augmented reality mobile games create a pervasive sense of play that can be accessed by players potentially anywhere, and at any time. Games like these can therefore be understood as heterotopic inscriptions on otherwise mundane environments. Since being released in 2016, Pokémon Go has become one of the most popular augmented reality games in the world. It gamifies place by embedding digital objects within public spaces; in doing so, it can bring about a reimagination …


Challenge, Fantasy, And Curiosity: Activating Students' Intrinsic Motivation Within Information Literacy Sessions, Brandon West, Alan Witt Aug 2020

Challenge, Fantasy, And Curiosity: Activating Students' Intrinsic Motivation Within Information Literacy Sessions, Brandon West, Alan Witt

Milne Library

Student engagement is a consistent challenge for librarians in information literacy instruction, especially in the context of single session learning. Two librarians at a small, public liberal arts college took inspiration from Malone’s (1981) theory of intrinsically motivating instruction to create a lesson plan that caught the imagination of the students and produced enthusiastic participation. This paper explains the theoretical framework used, examines the reasons for its success in this iteration, and discusses potential applications to other information literacy lessons.


Using Visual Prompts And A Raffle To Increase Recycling On Campus, Heather Marie Felske Aug 2020

Using Visual Prompts And A Raffle To Increase Recycling On Campus, Heather Marie Felske

MSU Graduate Theses

Landfills pose a risk to the current level of human development and population growth. Leachates have the potential of polluting the ground water which can cause severe birth defects and decrease the population. When municipal solid waste breaks down it produces methane gas creating debilitating health problems that are fatal. More attention will have to be directed towards sustainable growth by reducing the amount of recyclable materials being discarded as waste. Part of the public affairs mission of Missouri State University is to engage in pro-social behavior and incorporate the student body and community whenever possible. One way of modeling …


Evaluating The Effectiveness Of Probabilistic Reinforcement, As A Gamification Element, In A College Class Setting, Tiffanie Weeden Jul 2020

Evaluating The Effectiveness Of Probabilistic Reinforcement, As A Gamification Element, In A College Class Setting, Tiffanie Weeden

All NMU Master's Theses

Gamification, or the use of game mechanics in non-game activities, has potential utility in enhancing course materials and help to motivate students. The present study sought to determine whether a gamified quiz application utilizing a probabilistic reinforcement schedule, a common game mechanic in which magnitude of reinforcement is randomized, would increase interaction with course material and subsequently increase exam scores when compared to a traditional fixed ratio point scoring system in a college class setting. An undergraduate class of 40 students were randomly split into two groups (green = 18, gold = 22). After baseline data was probed, the groups …


Evaluating The Social Acceptability Of An Application-Blocking-Based Contingency Management Intervention, Caitlyn R. Upton Jun 2020

Evaluating The Social Acceptability Of An Application-Blocking-Based Contingency Management Intervention, Caitlyn R. Upton

Theses and Dissertations

Many adults and youth in the United States engage in multiple high risk health behaviors. Research has historically suggested that if these behaviors can be changed, major health conditions could be changed at both the individual and population levels. Contingency Management is a well-validated method of changing health behaviors, however the costs associated with CM prevent it from being widely available. Smartphone applications are becoming increasingly popular in the healthcare sector, and most American have a smartphone with apps they find enjoyable and distracting. A potential avenue for CM dissemination is the development of a smartphone program that utilizes the …


The Mystery Room: Discovering The Flexibility Of An Information Literacy-Based Educational Escape Room, Glenn Koelling, Alyssa Russo Feb 2020

The Mystery Room: Discovering The Flexibility Of An Information Literacy-Based Educational Escape Room, Glenn Koelling, Alyssa Russo

University Libraries & Learning Sciences Faculty and Staff Publications

The Mystery Room is an educational escape room based on information literacy and applied to multiple audiences, including first-year students and library student employees. In this article, we explain how we developed the game, its theoretical underpinnings, and why it’s a flexible workshop for a variety of audiences.


Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm Feb 2020

Proceedings Of The Cuny Games Conference 6.0, Robert O. Duncan, Joseph Bisz, Christina Boyle, Kathleen Offenholley, Maura A. Smale, Carolyn Stallard, Deborah Sturm

Publications and Research

The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning. These proceedings summarize the CUNY Games Conference 6.0, where scholars shared research findings at a three-day event to promote and discuss game-based pedagogy in higher education. Presenters could share findings in oral presentations, posters, demos, or play testing sessions. The conference also included workshops on how to modify existing …


Games For Organizational Training: Gamer Motivation Profile And Organizational Training Climate Effect Of Trainee Preference For Gamified Training, Brooke-Nicole Woods Ruffin Jan 2020

Games For Organizational Training: Gamer Motivation Profile And Organizational Training Climate Effect Of Trainee Preference For Gamified Training, Brooke-Nicole Woods Ruffin

Masters Theses

“Gamified training is often utilized in organizations as a way to revamp their training and gain the attention of their employees. However, this training is expensive, and research is needed to help ensure that this training delivery is successful. In this study, first an individual’s gamer motivation profile is compared with learning outcomes that share the same elements. This was completed to determine if the elements that they looked for in playing video games were in alignment with those same elements in training In addition, it was explored whether the preference for participating in video games based on an individual’s …