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Assignment 1 Gamification Reseach Papers Summary

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Authors
: Helping Dwight: how gamification can improve CSR communication
effectiveness?
: Filip Wojcik
Year
:2023
Keywords
: Sustainability, CSR communication, Corporate social responsibility,
Gamification
: Overall, the research background revolves around the need for businesses to
address sustainability concerns through CSR, with a particular focus on sustainable
well-being. It suggests that gamification can be a valuable tool in promoting CSR
and highlights the gap in research between theory and practical application, as well
as the need for more sophisticated gamification strategies to achieve lasting
behaviour change and habit formation.
: The purpose of the research was to investigate the potential impact of using
gamification in communicating corporate social responsibility (CSR) issues. Thus,
the research seeks to provide insights into how gamification can enhance
communication effectiveness in addressing corporate social responsibility (CSR)
issues.
: The research methodology used in the study involved conducting an online survey
with 206 participants to investigate the impact of gamification on communicating
corporate social responsibility (CSR) issues. The participants were divided into
experimental and control groups, with gamification mechanisms such as narration,
points, and feedback introduced to the experimental group.
Journal Title
Background
Summary
Purpose
Methodology
Conclusion
: The research found that gamification, which involves incorporating game elements
into non-game contexts, can have a slight positive impact on the effectiveness of
communicating corporate social responsibility (CSR) issues. It can be particularly
effective in spreading information and increasing the likelihood of recommending a
survey to others, but it may not necessarily improve understanding of or engagement
with the CSR topic itself. The research also suggested that gamification has the
potential to reduce the correlation between income level and the tendency to
recommend a survey, indicating that it could help address inequalities in CSR
communication. However, further tests are needed to confirm these findings. The
study acknowledged some limitations, such as the sample size and measurement
methodology, and recommended further research to confirm and expand upon the
conclusions.
Authors
: Deploying gamification to engage physicians in an online health community: An
operational paradox
: Jianwei Liu, Xiaofei Zhang, Fanbo Meng, Kee-hung Lai
Year
:2020
Keywords
: Online health communities, Gamification design, Physician engagement,
Inequality, Professional seniority
: The research background focuses on online health communities (OHCs) where
physicians provide medical information to patients remotely. These platforms are
beneficial for patients, physicians, and society as they facilitate information sharing,
emotional support, and resource allocation. However, OHCs rely on user
engagement to sustain themselves, and not all users contribute equally. To
encourage user participation, gamification, the use of game elements, is introduced.
: This research aims to understand how gamification affects physician engagement
and economic inequality in OHCs. It also explores whether the physicians' seniority
level plays a role in these effects. Ultimately, the study seeks to provide insights into
how to effectively use gamification in OHCs while considering the disparities in
physician seniority.
: The research methodology used in this study is a combination of quasiexperimental design and difference-in-differences (DID) approach. The researchers
collected data from a leading online healthcare platform, Haodf.com, and created a
monthly panel dataset at the department level. They identified the entry time of
gamification design in each department and formed treatment and control groups.
The researchers used the DID approach to compare the online behaviours of
physicians before and after the introduction of gamification badges. Additionally,
they employed a propensity score matching method to select matched samples and
duplicated the main findings at the physician level.
: The research shows that using game-like features in online health communities can
make doctors more active, which is good for the community. But it also makes some
doctors earn more money than others, increasing income inequality. So, while
gamification can boost participation, it needs to be done carefully to avoid these
inequalities. The experience level of doctors also matters, and the study suggests
different approaches for different groups of doctors. In the end, the research
highlights the need to balance gamification to benefit everyone in these online health
communities.
Journal Title
Background
Summary
Purpose
Methodology
Conclusion
Authors
: Assessing the Effects of Gamification on Enhancing Information Security
Awareness Knowledge
: Tienhua Wu, Kuang-You Tien, Wei-Chih Hsu, and Fu-Hsiang Wen
Year
:2021
Keywords
: Information security awareness (ISA), Gamification, ISA knowledge, Attitude,
Intention, Security compliance
: The research background focuses on the importance of teaching individuals about
information security awareness (ISA) due to the increasing risks associated with our
digital lives, like hacking and viruses. This is especially crucial for students who are
heavy users of computers and the internet. However, teaching ISA is challenging
because it covers a wide range of topics, the threat landscape is always changing,
and there are often resource constraints. Still, it's essential because human behaviour
greatly affects security. Negligence or ignorance can lead to security breaches. So,
education is seen as a way to improve people's security attitudes and behaviours.
: This study explores the use of gamification, turning learning into a game, to see if
it can enhance ISA knowledge and attitudes among students, and it also looks at
whether gender plays a role in how effective this approach is.
: Overall, the research methodology involved comparing the performance of
students in a gamified class with those in a lecture-based class to assess the effects
of gamification on enhancing information security awareness knowledge.
Journal Title
Background
Summary
Purpose
Methodology
Conclusion
: The research findings suggest that incorporating gamification into information
security education can enhance students' knowledge acquisition in an engaging
manner. The study compared the performance of students in a gamified class with
those in a lecture-based instructional group. The results showed that students in the
gamified class performed better in specific security focus areas such as password
management and Internet use. However, gamification did not significantly affect
attitudes, intentions, and willingness for continuous information security learning.
Gender differences in the effect of gamification on knowledge enhancement were
also not significant. The study suggests that gamification can be an effective means
to improve students' understanding of information security and should be integrated
into information security education. Future research should explore the long-term
effectiveness of gamification, incorporate additional cognitive and behavioural
factors, and consider gender-specific gamification practices. make it precise in
layman’s
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