How to design gamification? A method for engineering gamified software

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dc.contributor Hanken School of Economics, Information Systems Science, Helsinki en
dc.contributor.author Morschheuser, Benedikt
dc.contributor.author Hassan, Lobna
dc.contributor.author Werder, Karl
dc.contributor.author Hamari, Juho
dc.date.accessioned 2021-02-23T10:28:00Z
dc.date.available 2021-02-23T10:28:00Z
dc.date.issued 2017-10-28
dc.identifier.citation Morschheuser , B , Hassan , L , Werder , K & Hamari , J 2017 , ' How to design gamification? A method for engineering gamified software ' , Information and Software Technology , vol. 95 , no. March , pp. 219-237 . https://doi.org/10.1016/j.infsof.2017.10.015 en
dc.identifier.issn 0950-5849
dc.identifier.other PURE: 8605389
dc.identifier.other PURE UUID: 209dc23f-e802-4ea2-a564-3aba5e1fbec0
dc.identifier.other Scopus: 85035150495
dc.identifier.other ORCID: /0000-0002-6201-9159/work/93756006
dc.description.abstract Context Since its inception around 2010, gamification has become one of the top technology and software trends. However, gamification has also been regarded as one of the most challenging areas of software engineering. Beyond traditional software design requirements, designing gamification requires the command of disciplines such as (motivational/behavioral) psychology, game design, and narratology, making the development of gamified software a challenge for traditional software developers. Gamification software inhabits a finely tuned niche of software engineering that seeks for both high functionality and engagement; beyond technical flawlessness, gamification has to motivate and affect users. Consequently, it has also been projected that most gamified software is doomed to fail. Objective This paper seeks to advance the understanding of designing gamification and to provide a comprehensive method for developing gamified software. Method We approach the research problem via a design science research approach; firstly, by synthesizing the current body of literature on gamification design methods and by interviewing 25 gamification experts, producing a comprehensive list of design principles for developing gamified software. Secondly, and more importantly, we develop a detailed method for engineering of gamified software based on the gathered knowledge and design principles. Finally, we conduct an evaluation of the artifacts via interviews of ten gamification experts and implementation of the engineering method in a gamification project. Results As results of the study, we present the method and key design principles for engineering gamified software. Based on the empirical and expert evaluation, the developed method was deemed as comprehensive, implementable, complete, and useful. We deliver a comprehensive overview of gamification guidelines and shed novel insights into the nature of gamification development and design discourse. Conclusion This paper takes first steps towards a comprehensive method for gamified software engineering. en
dc.format.extent 19
dc.language.iso eng
dc.relation.ispartof Information and Software Technology
dc.rights en
dc.subject 113 Computer and information sciences en
dc.subject Gamification en
dc.subject Software engineering en
dc.subject Design science research en
dc.subject Persuasive technology en
dc.subject Gameful design en
dc.subject Playfulness en
dc.subject Game design en
dc.subject KOTA2017 en
dc.subject PREM2018_01 en
dc.subject 0 - Not open access en
dc.subject 1 - Self archived en
dc.subject https://helda.helsinki.fi/dhanken/handle/10227/406685 en
dc.subject 1- Minst en av författarna har en utländsk affiliation en
dc.subject 1- Publicerad utomlands en
dc.subject 1- Minst en av författarna är affilierad vid ett företag en
dc.title How to design gamification? A method for engineering gamified software en
dc.type Article
dc.description.version Peer reviewed
dc.identifier.doi https://doi.org/10.1016/j.infsof.2017.10.015
dc.type.uri info:eu-repo/semantics/other
dc.type.uri info:eu-repo/semantics/acceptedVersion
dc.contributor.pbl

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