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Proceedings

The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal

Mario Passalacqua, Pierre-Majorique Léger, Sylvain Sénécal, Marc Fredette, Lennart E. Nacke, Xinli Lin, Karine Grande, Nicolas Robitaille, Liza Ziemer, and Tony Caprioli. 2019. The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal. In Information Systems and Neuroscience. Lecture Notes in Information Systems and Organisation, vol 29. Cham. Springer, 187-194. doi:10.1007/978-3-030-01087-4_23
PDFDOIBibTeX
@InProceedings{10.1007/978-3-030-01087-4_23,
author="Passalacqua, Mario
and L{\'e}ger, Pierre-Majorique
and S{\'e}n{\'e}cal, Sylvain
and Fredette, Marc
and Nacke, Lennart E.
and Lin, Xinli
and Grande, Karine
and Robitaille, Nicolas
and Ziemer, Liza
and Caprioli, Tony",
editor="Davis, Fred D.
and Riedl, Ren{\'e}
and vom Brocke, Jan
and L{\'e}ger, Pierre-Majorique
and Randolph, Adriane B.",
title="The Impact of Using a Gamified Interface on Engagement in a Warehousing Management Task: A NeuroIS Research Proposal",
booktitle="Information Systems and Neuroscience",
year="2019",
publisher="Springer International Publishing",
address="Cham",
pages="187--194",
abstract="Engagement, or rather lack thereof has become a major issue because of its negative impact on productivity. Recently, gamification has successfully been implemented into corporate technological interfaces to increase engagement of employees. This paper proposes a theory-driven experiment that examines the impact a gamified interface has on engagement and performance of workers in a warehouse-management task. Specifically, the experiment proposed in this paper compares how the integration of two different types of goal-setting (self-set goals or assigned goals) into a warehouse-employee interface will affect engagement and performance.",
isbn="978-3-030-01087-4"
}

Abstract

Engagement, or rather lack thereof has become a major issue because of its negative impact on productivity. Recently, gamification has successfully been implemented into corporate technological interfaces to increase engagement of employees. This paper proposes a theory-driven experiment that examines the impact a gamified interface has on engagement and performance of workers in a warehouse-management task. Specifically, the experiment proposed in this paper compares how the integration of two different types of goal-setting (self-set goals or assigned goals) into a warehouse-employee interface will affect engagement and performance.

 

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