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This paper presents a case study of a gamified learning experience, designed with a guiding gamification framework, for a software engineering study group. The group was formed to evaluate the learning experience in a laboratory-like setting, and the results are intended to inform the design process. Grounded-theory procedures were used to analyze qualitative data about students' perceptions of the...
Most of entrepreneurs in software industries in Indonesia have sufficient capabilities for developing their products, but lack of managerial skills in managing business. To achieve business success, the entrepreneurs need not only technical knowledge gathered from their technical education, but also need managerial business knowledge. This paper aims at presenting an integrated competency model for...
Earlier mobile game studies have largely focused on the pre-adoption phase while ignoring the post-adoption behaviors. Additionally, while intrinsic factors are often considered important in affecting game play, little research has attempted to understand their antecedents. To fill these gaps we examine the role of perceived enjoyment as a driver of mobile game's continued use, and the antecedents...
This paper reviews quantitative literature that addresses the questions of what explains why people buy virtual goods. The study reviews independent and dependent variables, path coefficients, used methodologies, theoretical backgrounds as well as types of services covered in the relevant literature. The goal of the paper is both to provide an overview to the literature and to investigate reasons...
Negotiation between virtual agents and humans is a complex field that requires designers of systems to be aware not only of the efficient solutions to a given game, but also the mechanisms by which humans create value over multiple negotiations. One way of considering the agent's impact beyond a single negotiation session is by considering the use of external “ledgers” across multiple sessions. We...
We are living in a world which is continually evolving and where modern conflicts have moved to the cyber domain. In its 2010 Strategic Concept, NATO affirmed its engagement to reinforce the defence and deterrence of its state members. In this light, it has been suggested that the gamification of training and education for cyber security will be beneficial. Although serious games have demonstrated...
This paper applies gamification to leverage the use of information for information-intensive business tasks in the context of corporate intranets. It presents the results of an online experiment, which was conducted in the banking industry with 68 advisors from different institutes using a prototype of a corporate intranet. They indicate that adding gamification elements, such as ranking lists and...
Free to play is supposed to be the future of monetizing games. On one side user can access the game for free, thus it is distributed quickly. On the other side the game generates turnover by user spending real money on virtual items. Even though only a small number of players buy in-game items, it seems to be a very successful revenue model for games. Yet there is little understanding of the purchasing...
The abductive inference model has been discussed in the context of business strategy. However, the model seems unrealistic for applications in the real business world. Therefore, this study improves the model by formalizing experimental case studies in a web-based workplace for generating product ideas. The developed model implies the needs for visualizing human's thought process to create hypothesis...
Gamification is defined as the use of game elements in a non-gaming context. It is been getting a lot of attention in recent years. However, the number of research done on gamification is limited. One of the problems it faces is sustainability. Designers might overlook the elements that increase sustainability due to lack of a standard framework that contains the essential components to achieve that...
Cloud federation is a new paradigm in Cloud Computing. It helps the Cloud Service Providers (CSPs) to overcome the limitation of their own resources to serve their clients. The CSPs can negotiate the possibility to borrow external resources from each other when their own facilities are not able to satisfy their client requests. Reciprocally, the CSPs may sell some of their unused resources to another...
This study contended that the largest difference between continuance intention and general behavior intention depends on the existence of satisfaction with the confirmation of the ex post expectations about the products or services. The factors of attraction of online game design, trust, perceived risk, and social motives were proposed to have associations with both satisfaction with and continuance...
Research on virtual world use in education and training has focused on the current state of these technologies. In this paper, an overview of the current technological challenges that are faced in this context is provided, along with research directions towards the development of more advanced systems which can render virtual world use more widespread in education and training contexts.
We examine the gamification debate of recent years and we propose an alternative, heuristic definition for gamification in learning situations. After considering several critiques of the gamification concept, we privilege in our definition ‘interaction’ over ‘motivation’, ‘simple gameplay’ over ‘game mechanics’, and we highlight the diverse and changing behaviors of user/players. We re-define gamification...
This paper investigates the use of simulation tools for business education, including Management School education and managerial training. The paper provides an overview of the need for non-traditional tools for learning, and the importance of simulation in learning. A particular focus is placed on the need for openness of these tools, aiming to promote their use and re-use. These needs were confirmed...
The Japanese feature-phone has traced a relatively unique evolutionary path considering its unique service development context in the last decade. The global trend of smart phones has provided a new direction in evolution for the mobile service business in Japan. This transition in a unique ecosystem and user experience provides an opportunity to identify the driving factors for mobile service business...
Currently, gamification is a new trend under which all activities are subsumed that try to introduce game mechanics into non-gaming applications in order to increase user engagement, motivation, and participation. This approach is especially promising in the enterprise domain since enterprise information systems (EIS) mainly focus on efficiency aspects rather than individual long-term motivation and...
This research explores the connection between online consumption and online community participation activity. Using longitudinal data that contains detailed information about 4,475 online poker players' gaming activity and online community activity over 58 months, this paper finds that the general positive relationship between consumption and community activity is very strong at the level of the community,...
This paper describes a middleware to integrate external tools from third-party providers in the PoEML e-learning platform. PoEML is a modelling language that enables the modelling collaborative learning units. This middleware enables us to include tools from third-party providers in the environments provided to support collaborative learning activities. The main feature of this solution is that the...
The mobile Internet business is entering a new era in Japan with the emerging revenue-generating mobile social games. Mobile social games expose some region-specific different behaviors. This is a rich source of new perspectives of cultural behaviors. The analysis of the cultural perspective is shifting its focus from the real-world behavior to the virtual-world behavior. The author proposes a new...
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