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タイトル
和文: 
英文:Removing Gamification: A Research Agenda 
著者
和文: シーボーン ケイティー.  
英文: Katie Seaborn.  
言語 English 
掲載誌/書名
和文: 
英文: 
巻, 号, ページ        
出版年月 2021年5月8日 
出版者
和文: 
英文:ACM 
会議名称
和文: 
英文:CHI Conference on Human Factors in Computing Systems (CHI '21) 
開催地
和文: 
英文:Yokohama 
公式リンク https://dl.acm.org/doi/10.1145/3411763.3451695
 
DOI https://doi.org/10.1145/3411763.3451695
アブストラクト The effect of removing gamification elements from interactive systems has been a long-standing question in gamification research. Early work and foundational theories raised concerns about the endurance of positive effects and the emergence of negative ones. Yet, nearly a decade later, no work to date has sought consensus on these matters. Here, I offer a rapid review on the state of the art and what is known about the impact of removing gamification. A small corpus of 8 papers published between 2012 and 2020 were found. Findings suggest a mix of positive and negative effects related to removing gamification. Significantly, insufficient reporting, methodological weaknesses, limited measures, and superficial interpretations of “negative” results prevent firm conclusions. I offer a research agenda towards better understanding the nature of gamification removal. I end with a call for empirical and theoretical work on illuminating the effects that may linger after systems are un-gamified.

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