18 research outputs found
Ethical Issues of Gamification in Healthcare: The Need to be Involved
Gamification techniques have proven to be very effective in improving motivation and commitment, providing increased performance in both qualitative and quantitative terms. For this reason, it has been applied in more and more areas, with health and healthcare being no exception. The potential of this type of approach is enormous, and, on the one hand, it can motivate positive feelings; it can also foster deviant behaviors that fail to contribute to the individual and common good. This chapter aims to explore the relationship between the development of gamification systems and the ethical and moral aspects that are crucial elements when the target of the process becomes the human mind. The main questions and ethical dimensions that will allow us to constitute a reference framework for the development of gamification systems will be presented. Timely reflection and the inclusion of security mechanisms will allow us to develop better experiences for users, always combining improved motivation with the search for the good.info:eu-repo/semantics/publishedVersio
Market Orientation, Customer Relationship Management (CRM) Implementation Intensity, and CRM Performance
A Hybrid Dynamic Load Balancing Algorithm for Distributed Systems Using Genetic Algorithms
Eye of the Beholder
Gamification, the idea of using game design elements to make tasks more engaging, is used in many contexts. The enthusiasm for gamification and its potential uses can be seen in different research- as well as business fields. As of this day, there exists no dominant design principle or standard on how to construct a gamified solution. However, there seem to exist generic dogmas on what a gamification solution should include, look and feel like. The theories used to explain the gamification techniques often originate from the field of game design and psychology. It is possible that more research fields could be used as a lens to magnify the effects of gamified information systems. In this report, we use the theories from environmental psychology and the servicescape methods to construct a lens to suggest improvements in gamification design for a learning management system used in higher education.</p
