How Is Gamification Perceived in Health and Wellness Technology Companies : Views from Four Companies of Different Size
Kari, T., Frank, L., Makkonen, M., & Moilanen, P. (2016). How Is Gamification Perceived in Health and Wellness Technology Companies : Views from Four Companies of Different Size. In MCIS 2016 : 10th Mediterranean Conference on Information Systems (Article 21). University of Nicosia. http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1021&context=mcis2016
Päivämäärä
2016Tekijänoikeudet
© 2016 the Authors. Published by AIS Electronic Library (AISeL). Published in this repository with the kind permission of the publisher.
Technological development has facilitated new innovations in several fields, and the emergence of
novel devices as well as software products and services is constant. Health and wellness is a field
where the development of technology for various purposes has truly boosted. In the growing competition,
companies are constantly seeking ways to better engage people with their offered products and
services. One potential and increasingly used way to do this is gamification. However, even though the
number of academic studies on gamification has increased, there is still relatively little research
available on the perceptions of companies regarding the use of gamification in their offerings. In this
study, we investigate the perceptions that companies operating in the field of health and wellness
technology have regarding gamification and its use. The study is based on interviews conducted with
four companies of different size. The study provides valuable new knowledge on the perceptions and
use of gamification in companies operating in the health and wellness technology business. The findings
indicate that the familiarity of gamification varies between companies, but gamification is seen to
possess significant potential for engaging users to use the companies’ products and services. In general,
while the interviewed companies are aiming to develop and implement gamified features into
their offerings, they do not posses a clear vision on how to actually do this. The findings are discussed
and practical implications presented.
...
Julkaisija
University of NicosiaEmojulkaisun ISBN
978-9963-711-42-0Konferenssi
Mediterranean Conference on Information SystemsKuuluu julkaisuun
MCIS 2016 : 10th Mediterranean Conference on Information Systems
Alkuperäislähde
http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1021&context=mcis2016Julkaisu tutkimustietojärjestelmässä
https://converis.jyu.fi/converis/portal/detail/Publication/26207176
Metadata
Näytä kaikki kuvailutiedotKokoelmat
Samankaltainen aineisto
Näytetään aineistoja, joilla on samankaltainen nimeke tai asiasanat.
-
Differences in consumer perspectives how sustainable food consumption is perceived and signalled in the prevailing consumer culture : among Generation Y
Happonen, Ville (2016)This thesis investigates Generation Y sustainable food consumers in the prevailing consumer culture and their differences in signalling and perceiving sustainability. The reasons why they engaged to a sustainable diet and ... -
Health and self-perceived barriers to internet use among older migrants : a population-based study
Kouvonen, Anne; Kemppainen, Teemu; Taipale, Sakari; Olakivi, Antero; Wrede, Sirpa; Kemppainen, Laura (Biomed Central, 2022)Background In older adults, including those with a migrant background, ill health is associated with less internet use. However, it is not known what are the specific self-perceived barriers to internet use among older ... -
"Kyl me ollaan enkulla pärjätty" : Understanding the importance of corporate language policies – the context of a local Finnish company with a strategy to become international by learning English
Nieminen, Jasu (2022)Englannin kielen käytto lingua francana eli yleisenä yhteisenä kielenä on lisääntynyt ympäri maailmaa. Englannin kielen taitoa pidetään työelämässä ja työpaikoilla merkittävänä taitona niin yksittäisten henkilöiden kuin ... -
Mobile marketing adoption by Finnish telecommunications companies in 2008-2018
Latto, Joel (2018)Mobile devices, mobile infrastructure and mobile services have developed in an increasing pace during 2000s and continue to do so in 2010s. With this progress, companies have started to adopt various mobile marketing ... -
Gamification in action : how to increase employee motivation and engagement by deploying a gamified CRM solution : case: Finnish environmental management company
Varis, Mari (2019)Pelillistäminen on saanut aikaan paljon keskustelua viime vuosien aikana. Pelillistämisen konseptia on kritisoitu monenlaisista syistä, ja jopa sen tieteellisyys on kyseenalaistettu. Kritiikistä huolimatta pelillistämisen ...
Ellei toisin mainittu, julkisesti saatavilla olevia JYX-metatietoja (poislukien tiivistelmät) saa vapaasti uudelleenkäyttää CC0-lisenssillä.