What is it about?
Use of gamification elements and gamified systems are on the rise worldwide. They can be used for attitude change and increasing user engagement in a wide range of areas. Whether individuals use these systems because they consider them useful or if there are other motivational factors deemed important are analysed in this study. The findings indicate that incorporating enjoyment and playfulness into systems helps in improving attitudes and increase use intentions.
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This page is a summary of: Adoption of Gamified Systems, International Journal of Online Marketing, July 2015, IGI Global,
DOI: 10.4018/ijom.2015070102.
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