Branded gamification in technical education

Annika Sabrina Schulz, Franziska Schulz, Ruben Gouveia, Oliver Korn

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

6 Citations (Scopus)

Abstract

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, 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.

Original languageEnglish
Title of host publication2018 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Proceedings
PublisherIEEE
ISBN (Electronic)9781538671238
DOIs
Publication statusPublished - 18 Oct 2018
Externally publishedYes
Event10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Wurzburg, Germany
Duration: 5 Sept 20187 Sept 2018
Conference number: 10

Conference

Conference10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018
Abbreviated title VS-Games 2018
Country/TerritoryGermany
CityWurzburg
Period5/09/187/09/18

Keywords

  • Affective Computing
  • Branded Gamification
  • Emotions
  • Gamification
  • n/a OA procedure

Fingerprint

Dive into the research topics of 'Branded gamification in technical education'. Together they form a unique fingerprint.

Cite this