Potentials of a web-based gamification guidance for knowledge transfer between research and industry

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Abstract

Research results show that gamification can influence emotions, motivation and behavior. However, in order to apply the results in the software development in industry, they need to be easily accessible. To enable a knowledge transfer, a concept and a prototype for an interactive web-based tool were designed to summarize and visualize existing research results and practical examples in a simplified way regarding the use of gamification elements. Step by step, the user defines parameters such as context of use, age, gender and user type for the target group. Based on this, effects in research results are presented simplified and sorted in four categories in pie charts. This is intended to provide users in the industry with the competence to select appropriate gamification elements for their usage. The approach was developed in a user-centered way, including pre-study interviews with seven participants from research and / or industry, and then evaluated using a clickable prototype and qualitative open interviews. Potentials for industry and research were examined. The approach was perceived as supportive in selecting appropriate gamification elements for use in industry. It may lead to faster finding of research results, promote networking and may generate a kind of meta review. The elaboration of such tools may support the interconnection between research and industry, as well as the transfer and applicability of knowledge in gamification.

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APA

Gabele, M., Fischer, V. T., Steinbrügge, M., Thiemke, D., Husslein, S., & Hansen, C. (2021). Potentials of a web-based gamification guidance for knowledge transfer between research and industry. In CHI PLAY 2021 - Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play (pp. 301–307). Association for Computing Machinery, Inc. https://doi.org/10.1145/3450337.3483458

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