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dc.contributor.authorUsunobun, Inegbedion
dc.contributor.authorAnti, Emmanuel
dc.contributor.authorHu, Fumin
dc.contributor.authorHabila, Levi
dc.contributor.authorSayed, Rakibul
dc.contributor.authorZhang, Yixin
dc.contributor.authorTuunanen, Tuure
dc.date.accessioned2023-01-05T10:09:48Z
dc.date.available2023-01-05T10:09:48Z
dc.date.issued2019
dc.identifier.citationUsunobun, I., Anti, E., Hu, F., Habila, L., Sayed, R., Zhang, Y., & Tuunanen, T. (2019). Cultural Values’ Influences on Users’ Preferences for Gamification Techniques. In <i>ICIS 2019 : Proceedings the 40th International Conference on Information Systems</i> (Article 158277). Association for Information Systems. <a href="https://aisel.aisnet.org/cgi/viewcontent.cgi?article=1046&context=icis2019" target="_blank">https://aisel.aisnet.org/cgi/viewcontent.cgi?article=1046&context=icis2019</a>
dc.identifier.otherCONVID_47272938
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/84782
dc.description.abstractGamification techniques such as badges, levels, roles, are widely adopted in information systems (IS). Though researchers have noted that cultural values may influence users' usage of IS, there is a lack of research regarding the relationship of cultural values and gamification techniques. Our study aims to contribute to this area. We propose that users' cultural values may influence how they are motivated and further influence their preferences toward specific gamification techniques. In this research in progress, we review cultural values, examine the currently adopted gamification techniques, and then propose how cultural values influence users' preferences toward specific gamification techniques. We encourage designers to cater the adoption of gamification techniques in IS according to the users' cultural values, and researchers may further investigate the relation-ship between culture and gamification techniques. We propose a research agenda to investigate IS users' preferences toward different gamification techniques through an experiment with cultural values primed and a survey with participants from different cultural settings.en
dc.format.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherAssociation for Information Systems
dc.relation.ispartofICIS 2019 : Proceedings the 40th International Conference on Information Systems
dc.relation.urihttps://aisel.aisnet.org/cgi/viewcontent.cgi?article=1046&context=icis2019
dc.rightsIn Copyright
dc.subject.othercultural values
dc.subject.othergamification techniques
dc.subject.otheruser preferences
dc.titleCultural Values’ Influences on Users’ Preferences for Gamification Techniques
dc.typeconferenceObject
dc.identifier.urnURN:NBN:fi:jyu-202301051137
dc.contributor.laitosInformaatioteknologian tiedekuntafi
dc.contributor.laitosFaculty of Information Technologyen
dc.contributor.oppiaineTietojärjestelmätiedefi
dc.contributor.oppiaineInformation Systems Scienceen
dc.type.urihttp://purl.org/eprint/type/ConferencePaper
dc.relation.isbn978-0-9966831-9-7
dc.type.coarhttp://purl.org/coar/resource_type/c_5794
dc.description.reviewstatuspeerReviewed
dc.relation.issn1026-1079
dc.type.versionpublishedVersion
dc.rights.copyright© Association for Information Systems
dc.rights.accesslevelopenAccessfi
dc.relation.conferenceInternational Conference on Information Systems
dc.subject.ysopelillistäminen
dc.subject.ysoarvot (käsitykset)
dc.subject.ysokulttuurierot
dc.subject.ysokäyttäjäkokemus
dc.subject.ysotietojärjestelmät
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p27310
jyx.subject.urihttp://www.yso.fi/onto/yso/p1044
jyx.subject.urihttp://www.yso.fi/onto/yso/p2190
jyx.subject.urihttp://www.yso.fi/onto/yso/p25337
jyx.subject.urihttp://www.yso.fi/onto/yso/p3927
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.type.okmA4


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