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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
Author:Annika Sabrina Schulz, Franziska Schulz, Ruben Gouveia, Oliver KornORCiDGND
Creating Corporation:IEEE
Year of Publication:2018
Pagenumber:8
ISBN:978-1-5386-7124-5
Language:English
Tag:Affective Computing; Emotion Recognition; Gamification; Task Analysis
Parent Title (English):10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)
ISSN:2474-0470
First Page:1
Last Page:8
Document Type:Conference Proceeding
Institutes:Hochschule Offenburg / Bibliografie
Acces Right:Frei zugänglich
Release Date:2019/01/03
Licence (German):License LogoVeröffentlichungsvertrag für Publikationen mit Print on Demand
Note:
peer-reviewed
URL:https://www.computer.org/csdl/proceedings/vs-games/2018/7123/00/08493413-abs.html
URL:https://www.researchgate.net/publication/328371476_Branded_Gamification_in_Technical_Education
DOI:https://doi.org/10.1109/VS-Games.2018.8493413