Gamification
Gamification refers to the use of typical game design elements and processes in non-game contexts with the goal of increasing user motivation and foster certain activities. The application of gamification started mainly in the entertainment and advertising sector. Meanwhile, gamification is increasingly used in the areas of e-commerce, business applications, and learning environments. When designing meaningful gamification concepts, user-specific and context-specific aspects need to be taken into account.
The research group cii mainly focuses its research on the effects of gamification in applications for health and well-being. In particular, our research focuses on potential negative effects of gamification and exploring why and under which circumstances they might occur.
Title | Supervisor | Date | Type |
---|---|---|---|
Narratives in Gamified IS | sofort | Bachelor, Master | |
Avatars in Gamified Mental Health Interventions | Sofort | Bachelor, Master | |
Gamification for Privacy and Security Education, Training and Awareness | Sofort | Bachelor, Master | |
Gamification in Medical Image Annotation | sofort | Bachelor, Master | |
Mental Health and Communication in the Digital Workplace: Study on Awareness Videos | Hu, Shanshan (contact person) |
sofort | Bachelor, Master |