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dc.contributor.authorKari, Tuomas
dc.contributor.authorFrank, Lauri
dc.contributor.authorMakkonen, Markus
dc.contributor.authorMoilanen, Panu
dc.date.accessioned2016-09-30T11:03:41Z
dc.date.available2016-09-30T11:03:41Z
dc.date.issued2016
dc.identifier.citationKari, 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.otherCONVID_26207176
dc.identifier.otherTUTKAID_71134
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/51483
dc.description.abstractTechnological 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.isoeng
dc.publisherUniversity of Nicosia
dc.relation.ispartofMCIS 2016 : 10th Mediterranean Conference on Information Systems
dc.relation.urihttp://aisel.aisnet.org/cgi/viewcontent.cgi?article=1021&context=mcis2016
dc.subject.otherhealth technology
dc.subject.otherwellness technology
dc.subject.othercompanies
dc.subject.otherinterview
dc.titleHow Is Gamification Perceived in Health and Wellness Technology Companies : Views from Four Companies of Different Size
dc.typeconferenceObject
dc.identifier.urnURN:NBN:fi:jyu-201609124082
dc.contributor.laitosTietojenkäsittelytieteiden laitosfi
dc.contributor.laitosDepartment of Computer Science and Information Systemsen
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.contributor.oppiaineInformation Systems Scienceen
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.date.updated2016-09-12T12:15:18Z
dc.relation.isbn978-9963-711-42-0
dc.type.coarconference paper
dc.description.reviewstatuspeerReviewed
dc.type.versionacceptedVersion
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.accesslevelopenAccessfi
dc.relation.conferenceMediterranean Conference on Information Systems
dc.subject.ysopelillistäminen
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310


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