Removing gamification from an enterprise SNS
By Jennifer Thom-Santelli, David R. Millen, Joan Morris DiMicco. Conference on Computer Supported Cooperative Work, 2012
319 citations recorded by the source corpus.
Subfields: Developmental and Educational Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/c99b115c35ebda7bf419469c60d99b5252187f1a
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Developmental and Educational Psychology
- Juho Hamari
- Jonna Koivisto
- Richard N. Landers
- Raed S. Alsawaier
- Michael B. Armstrong
- Klaus Opwis
- Alexandre N. Tuch
- Elisa D. Mekler
In Sociology and Political Science
- Juho Hamari
- Jonna Koivisto
- Richard N. Landers
- Harri Sarsa
- Raed S. Alsawaier
- Klaus Opwis
- Alexandre N. Tuch
- Elisa D. Mekler
Citations in the corpus
- The effect of gamification on motivation and engagement (2018, background): “In a review of peer-reviewed empirical studies on gamification, Hamari et al. (2014) reviewed 24 studies, and stated that most of the studies yielded positive results of the Reference Gamification features *R Gamified content Theoretical connections Barata et al. (2013) Badges, points, challenges, l”
- Play As You Learn: Gamification as a Technique for Motivating Learners (2013, background): “In a panel discussion, Williams (2012) commented on the use of leaderboards at Microsoft, stating “… leaderboards are great for people who are really aggressive, hardcore players and they want to get to the top.”
- Social Media and Their Affordances for Organizing: A Review and Agenda for Research (2017, unknown): “Thom, Millen, and DiMicco (2012) examined the case of a corporate social networking system (SNS) that initially offered and then eliminated gamification features (a points-based incentive system for users).”
- Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014, background): “Points [4][13][15][16][23][27][34] [37][41]”
- Gamification Science, Its History and Future: Definitions and a Research Agenda (2018, background): “For example, once a gamification intervention has been implemented in a particular context, its removal does not result in an immediate return to the “ungamified” state (Thom, Millen, & DiMicco, 2012).”
- Do points, levels and leaderboards harm intrinsic motivation?: an empirical analysis of common gamification elements (2013, background): “In line with existing research on the potential of game elements to promote user behavior [5, 9, 10, 23], points, and especially levels and the leaderboard prompted participants to generate significantly more tags in less amount of time.”
- Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems (2017, background): “Further, unless rewards are given through the life of the system, withdrawing such rewards could result in reduced or stopped behaviors, as demonstrated in a study of a gamified enterprise social networking system (Thom et al. 2012).”