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Article
Publication date: 10 May 2019

Jian Tang and Nathan R. Prestopnik

The purpose of this paper is to examine how game framing and task framing influence experienced meaningfulness (eudaimonia) and perceived enjoyment (hedonia), which, in turn, can…

1066

Abstract

Purpose

The purpose of this paper is to examine how game framing and task framing influence experienced meaningfulness (eudaimonia) and perceived enjoyment (hedonia), which, in turn, can account for user participation behavior in citizen science projects.

Design/methodology/approach

The authors designed and implemented a citizen science system, Citizen Sort, and used a survey method to investigate to what extent game framing and task framing influence participation behavior. PLS–SEM was used to test research hypotheses with 76 Citizen Sort participants.

Findings

Analysis confirmed that game framing and task framing have a significant impact on perceived enjoyment, but showed that only task framing has a direct effect on experienced meaningfulness. The effects of experienced meaningfulness on participation were fully mediated by perceived enjoyment. Content analysis of qualitative data revealed additional insights.

Research limitations/implications

This research is limited due to its sample size and considered as an exploratory study, in which PLS–SEM was used to identify the impact of game framing and task framing as well as support the theory development regarding the dual nature of citizen science games.

Practical implications

This research provided suggestions for scientists, designers and project initiators that game framing and task framing should be effectively integrated to provide enjoyable and meaningful experiences so as to promote user contribution.

Originality/value

This research is one of initial studies which explored the impact of dual nature of citizen science games. The findings of this study provide the groundwork for guidelines and strategies to facilitate user contribution in citizen science projects.

Details

Aslib Journal of Information Management, vol. 71 no. 2
Type: Research Article
ISSN: 2050-3806

Keywords

Article
Publication date: 16 May 2016

Anita Greenhill, Kate Holmes, Jamie Woodcock, Chris Lintott, Brooke D Simmons, Gary Graham, Joe Cox, Eun Young Oh and Karen Masters

The purpose of this paper is to examine intrinsic forms of motivation and particular incidents of play, socialisation, fun and amusement on an online crowdsourced citizen science

2333

Abstract

Purpose

The purpose of this paper is to examine intrinsic forms of motivation and particular incidents of play, socialisation, fun and amusement on an online crowdsourced citizen science platform. The paper also investigates gamised activity (Greenhill et al., 2014) as a form of intrinsic motivation adding a sense of play to work and tasks (Xu et al., 2012). These concepts are explored through close scrutiny of the online citizen science platform Zooniverse.org.

Design/methodology/approach

Qualitative techniques with an interpretivist approach are used to analyse online content found within citizen science platforms, related forums and social media by examining incidents of play, socialisation, fun and amusement to investigate how these aspects are applied as a form of user motivation.

Findings

The authors find that when users classify crowdsourced tasks voluntarily it does not matter how users are classifying as long as it is accurately. However, what does matter is why they are doing it particularly because of the complex processes that builds relationships between users and the platform. The authors present a conceptual model to enable deeper understandings of how forms of social interaction and play are motivating users contributing to citizen science project to participate in the online processes.

Practical implications

The findings of this paper provide practical implications for how citizen science, and also other crowdsourcing platforms, can engage with notions of play and gamification to motivate participation.

Originality/value

Using detailed examples of online content, the authors reveal how participants of the Zooniverse.org demonstrate aspects of “gamised” behaviour. The authors argue that the exploration of gaming as well as play provides evidence that contributing to citizen science projects can be both utilitarian and hedonic.

Details

Aslib Journal of Information Management, vol. 68 no. 3
Type: Research Article
ISSN: 2050-3806

Keywords

Open Access
Article
Publication date: 6 July 2023

Caroline Ingvarsson, Anette Hallin and Christof Kier

The purpose of this paper is to explore how gamification may be used for project stakeholder engagement.

1448

Abstract

Purpose

The purpose of this paper is to explore how gamification may be used for project stakeholder engagement.

Design/methodology/approach

The paper presents the results of a systematic literature review of extant research concerning the gamification of projects. Based on this, an agenda for future studies is outlined.

Findings

Extant research on the gamification of projects is scarce and scattered among various disciplines, but the engineering fields dominate. The research performed does indicate that gamification may be used for involving stakeholders in projects, primarily by promoting learning, but also by engaging them, motivating action and solving problems.

Research limitations/implications

In several cases, extant research display poor quality in research design and a lack in cross-disciplinary perspectives, which means that more research is needed. The users’ perspective is often lacking. Furthermore, the ideas gamification might be “hidden” within other technologies.

Practical implications

The findings of this research may assist project management practitioners in the endeavor of adopting gamification principles to better involve stakeholders.

Originality/value

The study fills a gap in summarizing the research on how gamification may be used to promote project stakeholder engagement. Based on this, it proposes a research agenda for future research on the use of gamification to promote project stakeholder engagement.

Details

International Journal of Managing Projects in Business, vol. 16 no. 8
Type: Research Article
ISSN: 1753-8378

Keywords

Article
Publication date: 5 May 2021

Dumitru Roman, Neal Reeves, Esteban Gonzalez, Irene Celino, Shady Abd El Kader, Philip Turk, Ahmet Soylu, Oscar Corcho, Raquel Cedazo, Gloria Re Calegari, Damiano Scandolari and Elena Simperl

Citizen Science – public participation in scientific projects – is becoming a global practice engaging volunteer participants, often non-scientists, with scientific research…

Abstract

Purpose

Citizen Science – public participation in scientific projects – is becoming a global practice engaging volunteer participants, often non-scientists, with scientific research. Citizen Science is facing major challenges, such as quality and consistency, to reap open the full potential of its outputs and outcomes, including data, software and results. In this context, the principles put forth by Data Science and Open Science domains are essential for alleviating these challenges, which have been addressed at length in these domains. The purpose of this study is to explore the extent to which Citizen Science initiatives capitalise on Data Science and Open Science principles.

Design/methodology/approach

The authors analysed 48 Citizen Science projects related to pollution and its effects. They compared each project against a set of Data Science and Open Science indicators, exploring how each project defines, collects, analyses and exploits data to present results and contribute to knowledge.

Findings

The results indicate several shortcomings with respect to commonly accepted Data Science principles, including lack of a clear definition of research problems and limited description of data management and analysis processes, and Open Science principles, including lack of the necessary contextual information for reusing project outcomes.

Originality/value

In the light of this analysis, the authors provide a set of guidelines and recommendations for better adoption of Data Science and Open Science principles in Citizen Science projects, and introduce a software tool to support this adoption, with a focus on preparation of data management plans in Citizen Science projects.

Details

Data Technologies and Applications, vol. 55 no. 5
Type: Research Article
ISSN: 2514-9288

Keywords

Article
Publication date: 2 February 2021

Donna Wong, Hongfei Liu, Yue Meng-Lewis, Yan Sun and Yun Zhang

This study investigates the use of gamification in promoting the silver generation's adoption of mobile payment technology through the gamified cultural practice of gifting red…

3204

Abstract

Purpose

This study investigates the use of gamification in promoting the silver generation's adoption of mobile payment technology through the gamified cultural practice of gifting red packets. It considers the effectiveness of using gamification in a cultural context to promote technology acceptance among older adults. This crossover between digital technology and cultural traditions brings unique gaming elements to the adoption of technology.

Design/methodology/approach

Drawing upon technology acceptance Model (TAM) and prospect theory, a research model is evaluated using structural equation modeling. Data were collected via survey from elderly consumers who are current users of WeChat but are yet to use its mobile payment functions.

Findings

The results reveal the perceived effectiveness of gamification is determined by the perceived enjoyment of the game and contributes to users' attitude development, directly and through its perceived usefulness. Perceived risks were identified as a barrier to converting positive attitude into adoption intention.

Research limitations/implications

The findings contribute to the conceptualization and understanding of the effectiveness of gamification in technology adoption, specifically among the silver generation.

Originality/value

In contrast with previous gamification studies on gamified experience, this study introduces a new conceptualization of the perceived effectiveness of gamification and its measurement. This study validates game engagement as being effective in encouraging seniors to adopt a technology. In an era of an aging population where digitization is a norm, improving the digital literacy and digital inclusion of elders by encouraging them to adopt technology is essential to developing a more accessible and inclusive social environment.

Details

Information Technology & People, vol. 35 no. 1
Type: Research Article
ISSN: 0959-3845

Keywords

Open Access
Article
Publication date: 13 November 2018

Jian Tang and Ping Zhang

Drawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.

5330

Abstract

Purpose

Drawing upon the motivational affordance theory, this paper aims to investigate how gamification design and human motivational needs are associated in extant literature.

Design/methodology/approach

The authors conducted a literature analysis of 60 journal articles that studied motivational influences of gamification in information technology design. Content analysis was used to identify game design features and motivation variables studied in prior literature, and correspondence analysis was used to show the co-occurrence of game design features and basic motivational needs.

Findings

The results showed that four types of game design features and eight basic motivational needs are studied in this pool of literature. Correspondence analysis indicates some interesting associations between game design features and basic human needs.

Research limitations/implications

This research used a motivational affordance perspective to interpret the impact of game design features and suggested directions for future investigations. It is limited due to its sample size and considered as an exploratory study.

Practical implications

This research provided suggestions for technology designers that game design features vary in their motivational influence, and therefore, game design features should be used accordingly to meet users’ motivational needs.

Originality/value

This research is one of initial studies which explored the association between game design features and basic motivational needs. The findings of this study provide the groundwork for guidelines and strategies to facilitate motivational design in information technology.

Details

International Journal of Crowd Science, vol. 3 no. 1
Type: Research Article
ISSN: 2398-7294

Keywords

Article
Publication date: 8 October 2019

Vikki Schaffer and Aaron Tham

This paper aims to propose a framework for engaging tourists as citizen scientists in marine research. Justification for such a framework is driven by the increasing use of citizen

Abstract

Purpose

This paper aims to propose a framework for engaging tourists as citizen scientists in marine research. Justification for such a framework is driven by the increasing use of citizen science (CS) as a method for collecting data in various research projects. While the tenets of CS exist, few studies have demonstrated how these could be integrated to address the challenges and benefits of engaging tourists as scientists.

Design/methodology/approach

A systematic review focused on CS-based literature within environmental management, tourism and marine tourism revealed 18 models. Key themes, those repeatedly identified, were extracted. These were adapted to inform the proposed theoretical framework for engaging tourist scientists.

Findings

The key themes were clarified and incorporated into the framework to enhance the value of marine research by engaging tourists. Important features considered were the singularity and sporadic nature of tourist participation, training and engagement as well as the reliability of data collected by citizen scientists.

Practical implications

Originality/value

The framework informs the unique requirements of research in marine environments and the under-used potential of tourist scientists.

抽象

Purpose

本文构建了一个吸引游客成为海洋研究的公民科学家的框架。越来越多的人使用公民科学(CS)作为在各种研究项目中收集数据的一种方法, 这证实了这种框架具有合理性。尽管 CS 的原则是存在的, 但很少有研究表明如何将这些原则整合起来, 以便在吸引游客成为科学家的过程中解决问题, 实现效益。

Design/methodology/approach

本文对环境管理, 旅游和海洋旅游领域基于 CS 的文献进行了系统的回顾, 发现了18 种模式。接下来, 提取出重复确定的关键主题。为了吸引旅游者成为科学家, 这些都根据所提出的理论框架作了调整。

Findings

为了通过吸引游客成为科学家来提高海洋研究的价值,本文明确关键主题并将其纳入框架。同时,本文考虑到了一些重要因素,包括游客参加, 培训和融入的奇异性和零星性,以及公民科学家收集的数据的可靠性

Practical implications

Originality/value

该框架反映出,海洋环境研究具有独特的要求,以及旅游者科学家的潜力尚未得到充分利用。

Resumen

Propósito

Este artículo propone un marco de trabajo, para involucrar a los turistas como ciudadanos científicos en la investigación marina. La justificación de este marco, está impulsada por el uso creciente de la ciencia ciudadana (CS), como un método para recopilar datos en los proyectos de investigación. Si bien ya existen los principios de la CS, pocos estudios han demostrado cómo estos podrían integrarse para abordar los desafíos y beneficios de involucrar a los turistas como científicos.

Diseño/metodología/enfoque

Una revisión sistemática, centrada y basada en la literature sobre CS, y al mismo tiempo relacionada con la gestión ambiental, turismo y turismo marino, reveló 18 diferentes modelos. Se extrajeron los temas clave, identificados repetidamente. Estos fueron adaptados para fundamentar el marco teórico propuesto e involucrar a los científicos turísticos.

Resultados

Se aclararon los temas claves y se incorporaron en el marco de trabajo, para aumentar el valor de la investigación marina, mediante la participación de los turistas. Las características consideradas importantes, fueron la singularidad y la naturaleza esporádica de la participación turística, la capacitación y el compromiso, así como la fiabilidad de los datos recopilados por los científicos ciudadanos.

Implicaciones prácticas

Originalidad/valor

El marco de análisis, expone los requisitos únicos de investigación en entornos marinos y el potencial infrautilizado de los científicos turísticos.

Details

Tourism Review, vol. 75 no. 2
Type: Research Article
ISSN: 1660-5373

Keywords

Open Access
Article
Publication date: 24 April 2024

María-Soledad Ramírez-Montoya and May Portuguez-Castro

The challenges facing 21st-century society are becoming increasingly complex, requiring the development of new citizen competencies. This study aims to validate an educational…

Abstract

Purpose

The challenges facing 21st-century society are becoming increasingly complex, requiring the development of new citizen competencies. This study aims to validate an educational model focused on developing complex thinking in higher education students. Current educational models lack future-ready competencies, necessitating the emergence of new models to guide future generations toward the common good.

Design/methodology/approach

This was an adaptation of the causal-layered analysis (CLA) applied to 415 participants from higher education institutions in Mexico, Panama and Spain. Sessions were designed to present the proposed educational model and explore participants’ perceptions of its significance and contributions to future education.

Findings

Key findings include the following: participants perceived complexity as difficult and challenging; causes of problems were linked to outdated educational models requiring replacement by those that develop students’ competencies; participants envisioned changes that would develop individuals capable of understanding and transforming society; and participants recognized the model’s transformative potential, offering a novel proposal for 21st-century education.

Originality/value

This research sought to gather opinions from different stakeholders using the CLA methodology, providing a deep understanding of participants’ perspectives on the proposed solution.

Details

On the Horizon: The International Journal of Learning Futures, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1074-8121

Keywords

Article
Publication date: 15 February 2022

Konstantina Georgiou and Filip Lievens

The paper aims to expand the authors' knowledge on gamification and the signals sent on behalf of the organization when gamified assessments are used. The authors examine the…

Abstract

Purpose

The paper aims to expand the authors' knowledge on gamification and the signals sent on behalf of the organization when gamified assessments are used. The authors examine the mechanisms through which the use of gamification into an assessment method may increase the attractiveness of an organization as a prospective employer.

Design/methodology/approach

The first study examines, following a longitudinal design, the signals that an organization sends to applicants about the organization's symbolic traits (e.g. innovativeness), through the characteristics of a gamified assessment, in terms of enjoyment and flow and impact on organizational attractiveness. Upon clarifying this mechanism, the second study uses an experimental design to provide evidence that people's perceived enjoyment and flow is enhanced when a gamified version of a situational judgment test (SJT) is used, leading to more positive perceptions of organizational characteristics and attractiveness.

Findings

Positive perceptions of the characteristics of a gamified assessment influenced the attractiveness of the organization via the symbolic organizational traits.

Practical implications

Organizations should be aware of the signals sent to applicants when different assessment formats (such as gamified assessments) are used.

Originality/value

The authors' findings contribute to gamification and signaling theory by testing a signaling mechanism in a novel and timely assessment context.

Details

Journal of Managerial Psychology, vol. 37 no. 6
Type: Research Article
ISSN: 0268-3946

Keywords

Book part
Publication date: 14 December 2018

Sun-Ki Chai, Dolgorsuren Dorj and Katerina Sherstyuk

Culture is a central concept broadly studied in social anthropology and sociology. It has been gaining increasing attention in economics, appearing in research on labor market…

Abstract

Culture is a central concept broadly studied in social anthropology and sociology. It has been gaining increasing attention in economics, appearing in research on labor market discrimination, identity, gender, and social preferences. Most experimental economics research on culture studies cross-national or cross-ethnic differences in economic behavior. In contrast, we explain laboratory behavior using two cultural dimensions adopted from a prominent general cultural framework in contemporary social anthropology: group commitment and grid control. Groupness measures the extent to which individual identity is incorporated into group or collective identity; gridness measures the extent to which social and political prescriptions intrinsically influence individual behavior. Grid-group characteristics are measured for each individual using selected items from the World Values Survey. We hypothesize that these attributes allow us to systematically predict behavior in a way that discriminates among multiple forms of social preferences using a simple, parsimonious deductive model. The theoretical predictions are further tested in the economics laboratory by applying them to the dictator, ultimatum, and trust games. We find that these predictions are confirmed overall for most experimental games, although the strength of empirical support varies across games. We conclude that grid-group cultural theory is a viable predictor of people’s economic behavior, then discuss potential limitations of the current approach and ways to improve it.

Details

Experimental Economics and Culture
Type: Book
ISBN: 978-1-78743-819-4

Keywords

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