What Do Users Think of Promotional Gamification Schemes? A Qualitative Case Study in a Question Answering Website

Author:

Hadi Mogavi Reza1,Zhang Yuanhao2,Haq Ehsan-Ul1,Wu Yongjin3,Hui Pan4,Ma Xiaojuan1

Affiliation:

1. Hong Kong University of Science and Technology, Hong Kong, Hong Kong

2. Hong Kong University of Science and Technology, Hong Kong, China

3. Hong Kong University of Science and Technology, Hong Kong SAR, China

4. Hong Kong University of Science and Technology & University of Helsinki, Hong Kong, Hong Kong

Abstract

In recent years, studies on the user experience have emerged as an indispensable part of any gamification research. The study of user experience enables gamification designers and practitioners to design or adapt their gamification schemes in a more knowledgeable and efficacious manner. However, one popular gamification scheme that has largely remained under-researched in terms of user experience is promotional gamification, which refers to an optional and time-limited gamification program that usually mounts an already gamified platform to increase user incentive and engagement for a short span of time (e.g., during the holiday season). The current study undertakes the first steps necessary to explore users' experiences of working with a promotional gamification scheme in a large-scale online community. To this end, we conduct an extensive qualitative case study of users' experiences with a promotional gamification scheme on the Community Question Answering Website (CQA) of Stack Exchange, called Winter Bash (WB). Notably, the purpose of WB is to operate as a makeshift solution that prevents the decline in user contributions during the holiday season. However, like many other gamification schemes, WB is not devoid of issues, and our research helps identify those issues without overlooking the WB's strengths. Our study denotes not only the first (empirical) typology of users' affective responses to promotional gamification schemes but also the first classification of (de)motivational factors involved in user engagement. At its core, this study comprises two salient parts: (1) a content analysis of user-generated data regarding WB (from the past eight years), and (2) a series of semi-structured interviews with 17 international users who are familiar with WB. We triangulate our findings from (1) and (2) by performing a similar content analysis for two other promotional gamification schemes, namely "Answerathon" (from Travel Meta) and "Discussion Tournament" (from Reddit). Based on the findings of this study, we present certain guidelines for gamification designers and practitioners, enabling them to deploy or adapt their promotional gamification schemes in a more knowledgeable and effective manner. Finally, our work is concluded by highlighting a few novel research opportunities for researchers invested in the fields of Human-Computer Interaction (HCI) and Computer-Supported Cooperative Work (CSCW).

Funder

HKUST-WeBank Joint Laboratory Project

Research Grants Council of Hong Kong

5GEAR and FIT projects from Academy of Finland

Publisher

Association for Computing Machinery (ACM)

Subject

Computer Networks and Communications,Human-Computer Interaction,Social Sciences (miscellaneous)

Reference166 articles.

1. Lada A. Adamic , Jun Zhang , Eytan Bakshy , and Mark S. Ackerman . 2008. Knowledge Sharing and Yahoo Answers: Everyone Knows Something . In Proceedings of the 17th International Conference on World Wide Web ( Beijing, China) (WWW '08). Association for Computing Machinery, New York, NY, USA, 665--674. https://doi.org/10.1145/1367497.1367587 10.1145/1367497.1367587 Lada A. Adamic, Jun Zhang, Eytan Bakshy, and Mark S. Ackerman. 2008. Knowledge Sharing and Yahoo Answers: Everyone Knows Something. In Proceedings of the 17th International Conference on World Wide Web (Beijing, China) (WWW '08). Association for Computing Machinery, New York, NY, USA, 665--674. https://doi.org/10.1145/1367497.1367587

2. Alaa AlMarshedi , Vanissa Wanick , Gary B Wills , and Ashok Ranchhod . 2017. Gamification and behaviour . In Gamification . Springer , 19--29. Alaa AlMarshedi, Vanissa Wanick, Gary B Wills, and Ashok Ranchhod. 2017. Gamification and behaviour. In Gamification. Springer, 19--29.

3. Steering user behavior with badges

4. Biometric Pattern Recognition from Social Media Aesthetics

5. Qualitative case study guidelines. Bavs karada, S.(2014). Qualitative case studies guidelines;Baskarada Sasa;The Qualitative Report,2014

Cited by 5 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3