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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.zeige mehrzeige weniger

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Metadaten
Dokumentart:Konferenzveröffentlichung
Art der Konferenzveröffentlichung:Konferenzartikel
Zitierlink: https://opus.hs-offenburg.de/3080
Bibliografische Angaben
Titel (Englisch):Branded Gamification in Technical Education
Konferenzangaben:10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games 2018), Würzburg, Germany, 5-7 September 2018
Verfasserangaben:Annika Sabrina SchulzStaff MemberORCiDGND, Franziska SchulzStaff MemberGND, Ruben GouveiaStaff Member, Oliver KornStaff MemberORCiDGND
Erscheinungsjahr:2018
Verlag:IEEE
Erste Seite:1
Letzte Seite:8
Titel des übergeordneten Werkes (Englisch):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
Sprache:Englisch
Inhaltliche Informationen
Fakultäten / Einrichtungen:Fakultät Medien und Informationswesen (M+I) (bis 21.04.2021)
Forschung:ACI - Affective and Cognitive Institute
Sammlungen der Hochschule Offenburg:Bibliografie
Freies Schlagwort / Tag:Affective Computing; Emotion Recognition; Gamification; Task Analysis
Formale Angaben
Open-Access-Status: Closed Access 
Lizenz (Deutsch):License LogoUrheberrechtlich geschützt
Kommentar:
peer-reviewed