Branded Gamification in Technical Education
- 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, whileBrand 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.…
Document Type: | Conference Proceeding |
---|---|
Conference Type: | Konferenzartikel |
Zitierlink: | https://opus.hs-offenburg.de/3080 | Bibliografische Angaben |
Title (English): | Branded Gamification in Technical Education |
Conference: | 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games 2018), Würzburg, Germany, 5-7 September 2018 |
Author: | Annika Sabrina Schulz![]() ![]() ![]() |
Year of Publication: | 2018 |
Publisher: | IEEE |
First Page: | 1 |
Last Page: | 8 |
Parent Title (English): | 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) : Proceedings |
ISBN: | 978-1-5386-7124-5 |
ISSN: | 2474-0470 |
DOI: | https://doi.org/10.1109/VS-Games.2018.8493413 |
URL: | https://www.computer.org/csdl/proceedings/vs-games/2018/7123/00/08493413-abs.html |
URL: | https://www.researchgate.net/publication/328371476 |
Language: | English | Inhaltliche Informationen |
Institutes: | Forschung / ACI - Affective and Cognitive Institute |
Fakultät Medien und Informationswesen (M+I) (bis 21.04.2021) | |
Collections of the Offenburg University: | Bibliografie |
Tag: | Affective Computing; Emotion Recognition; Gamification; Task Analysis | Formale Angaben |
Open Access: | Closed Access |
Licence (German): | ![]() |
Comment: | peer-reviewed |