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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.show moreshow less

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Metadaten
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 SchulzStaff MemberGND, Franziska Schulz, Ruben GouveiaStaff Member, Oliver KornStaff MemberORCiDGND
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)
Institutes:Bibliografie
Tag:Affective Computing; Emotion Recognition; Gamification; Task Analysis
Formale Angaben
Open Access: Closed Access 
Licence (German):License LogoUrheberrechtlich geschützt
Comment:
peer-reviewed