dc.contributor.author | Kari, Tuomas | |
dc.contributor.author | Frank, Lauri | |
dc.contributor.author | Makkonen, Markus | |
dc.contributor.author | Moilanen, Panu | |
dc.date.accessioned | 2016-09-30T11:03:41Z | |
dc.date.available | 2016-09-30T11:03:41Z | |
dc.date.issued | 2016 | |
dc.identifier.citation | 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 <i>MCIS 2016 : 10th Mediterranean Conference on Information Systems</i> (Article 21). University of Nicosia. <a href="http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1021&context=mcis2016" target="_blank">http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1021&context=mcis2016</a> | |
dc.identifier.other | CONVID_26207176 | |
dc.identifier.other | TUTKAID_71134 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/51483 | |
dc.description.abstract | 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. | |
dc.language.iso | eng | |
dc.publisher | University of Nicosia | |
dc.relation.ispartof | MCIS 2016 : 10th Mediterranean Conference on Information Systems | |
dc.relation.uri | http://aisel.aisnet.org/cgi/viewcontent.cgi?article=1021&context=mcis2016 | |
dc.subject.other | health technology | |
dc.subject.other | wellness technology | |
dc.subject.other | companies | |
dc.subject.other | interview | |
dc.title | How Is Gamification Perceived in Health and Wellness Technology Companies : Views from Four Companies of Different Size | |
dc.type | conferenceObject | |
dc.identifier.urn | URN:NBN:fi:jyu-201609124082 | |
dc.contributor.laitos | Tietojenkäsittelytieteiden laitos | fi |
dc.contributor.laitos | Department of Computer Science and Information Systems | en |
dc.contributor.oppiaine | Tietojärjestelmätiede | fi |
dc.contributor.oppiaine | Information Systems Science | en |
dc.type.uri | http://purl.org/eprint/type/ConferencePaper | |
dc.date.updated | 2016-09-12T12:15:18Z | |
dc.relation.isbn | 978-9963-711-42-0 | |
dc.type.coar | conference paper | |
dc.description.reviewstatus | peerReviewed | |
dc.type.version | acceptedVersion | |
dc.rights.copyright | © 2016 the Authors. Published by AIS Electronic Library (AISeL). Published in this repository with the kind permission of the publisher. | |
dc.rights.accesslevel | openAccess | fi |
dc.relation.conference | Mediterranean Conference on Information Systems | |
dc.subject.yso | pelillistäminen | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p27310 | |