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.…
Author: | Annika Sabrina Schulz, Franziska Schulz, Ruben Gouveia, Oliver KornORCiDGND |
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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 |
Open Access: | Frei zugänglich |
Institutes: | Bibliografie |
Release Date: | 2019/01/03 |
Licence (German): | ![]() |
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 |