Enhancing the Motivational Affordance of Information Systems: The Effects of Real-Time Performance Feedback and Goal Setting in Group Collaboration Environments
By Jay J. H. Jung, Christoph Schneider, J. Valacich. Management Sciences, 2010
361 citations recorded by the source corpus.
Subfields: Communication, Information Systems and Management, Social Psychology
View Paper: https://www.semanticscholar.org/paper/363fae9c01c636e867e1c5c1d620d9476d1f8255
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Communication
In Information Systems and Management
- Juho Hamari
- Jonna Koivisto
- Max Sjöblom
- Lennart E. Nacke
- Sebastian Deterding
- Nannan Xi
- Richard N. Landers
- Jesse Fox
In Social Psychology
- Klaus Opwis
- Alexandre N. Tuch
- Lennart E. Nacke
- Elisa D. Mekler
- Juho Hamari
- Sebastian Deterding
- Jonna Koivisto
- Harri Sarsa
Citations in the corpus
- Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements (2013, background): “In fact, previous research on goal setting in information systems found that users’ performance increased when given a clear goal, as opposed to users who were simply asked “to do their best”, even if the latter were aware of their performance [12].”
- What is eSports and why do people watch it? (2017, background): “…playing games have been framed in the work context, for example, in the research veins on gamification (Hamari, 2013; Hamari et al., 2015; Jung et al., 2010; Nelson, 2012; Morschheuser et al., 2016), gold farming/real-money-trade (e.g. Heeks, 2009; Lehdonvirta, 2005; Lehdonvirta and…”
- Player Types: A Meta-synthesis (2014, background): “2014), such as commerce (Hamari 2013), organizations (Jung et al. 2010), healthy lifestyle (e.”
- A definition for gamification: anchoring gamification in the service marketing literature (2016, background): “…with the discourse on gamification as it implicitly contains the idea that the users voluntarily interact with the system and its affordances rather than seeing the system elements as some-thing the user ‘ automatically ’ has to interact with (Zhang 2008; Jung et al. 2010; Huotari and Hamari 2012).”
- Gamification. using game-design elements in non-gaming contexts (2011, positive): “Furthermore, researchers in HCI and management sciences have identified design principles that enhance the motivational affordances of computer-supported collaborative work [5, 21] – principles which are congruent with research on the motivational psychology of video games [17].”
- Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014, background): “Clear goals [11][27][33][32]”
- Towards understanding the effects of individual gamification elements on intrinsic motivation and performance (2017, background): “…asked “to do their best”, even if the latter were aware of their performance (i.e., points), it seems plausible that levels and leaderboard further reinforced tagging performance by setting explicit goals for participants to aspire to (Hamari, 2013; Jung et al., 2010; Von Ahn & Dabbish, 2008).”