TY - CHAP U1 - Konferenzveröffentlichung A1 - Schulz, Annika Sabrina A1 - Schulz, Franziska A1 - Gouveia, Ruben A1 - Korn, Oliver T1 - Branded Gamification in Technical Education T2 - 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) : Proceedings N2 - Brand identification has the potential of shaping individuals' attitudes, performance and commitment within learning and work contexts. We explore these effects, by incorporating elements of branded identification within gamified environments. We report a study with 44 employees, in which task performance and emotional outcomes are assessed in a real-world assembly scenario - namely, while performing a soldering task. Our results indicate that brand identification has a direct impact on individuals' attitude towards the task at hand: while instigating positive emotions, aversion and reactance also arise. KW - Task Analysis KW - Gamification KW - Emotion Recognition KW - Affective Computing Y1 - 2018 UR - https://www.computer.org/csdl/proceedings/vs-games/2018/7123/00/08493413-abs.html UR - https://www.researchgate.net/publication/328371476 SN - 2474-0470 SS - 2474-0470 SN - 978-1-5386-7124-5 SB - 978-1-5386-7124-5 U6 - https://doi.org/10.1109/VS-Games.2018.8493413 DO - https://doi.org/10.1109/VS-Games.2018.8493413 N1 - peer-reviewed SP - 1 EP - 8 PB - IEEE ER -