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Let's All Play Together: Motivations of Different Gamification User Types

Let's All Play Together: Motivations of Different Gamification User Types

Demos Parapanos, Eleni (Elina) Michopoulou
ISBN13: 9781799892236|ISBN10: 1799892239|ISBN13 Softcover: 9781799892243|EISBN13: 9781799892250
DOI: 10.4018/978-1-7998-9223-6.ch001
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MLA

Parapanos, Demos, and Eleni (Elina) Michopoulou. "Let's All Play Together: Motivations of Different Gamification User Types." Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations, edited by Oscar Bernardes, et al., IGI Global, 2022, pp. 1-23. https://doi.org/10.4018/978-1-7998-9223-6.ch001

APA

Parapanos, D. & Michopoulou, E. E. (2022). Let's All Play Together: Motivations of Different Gamification User Types. In O. Bernardes, V. Amorim, & A. Moreira (Eds.), Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations (pp. 1-23). IGI Global. https://doi.org/10.4018/978-1-7998-9223-6.ch001

Chicago

Parapanos, Demos, and Eleni (Elina) Michopoulou. "Let's All Play Together: Motivations of Different Gamification User Types." In Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations, edited by Oscar Bernardes, Vanessa Amorim, and António Carrizo Moreira, 1-23. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-7998-9223-6.ch001

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Abstract

Gamification is recognized as the next big thing in marketing by using game design elements in a non-game context. Producing desirable experiences and motivating users to remain engaged in an activity is one of the strengths of gamification. The introduction of digital social networks has become the biggest change regarding digital technology, also leading to the evolution and popularity of gamification. Although it is possible to design games, serious games, or gamified systems without knowing who the target users are, it is more likely to create a more engaging experience when these users are identified first. Taking this into consideration, this chapter will look to identify and present the motivations of individuals when using gamification systems. Identifying the motivations behind gamification usage and acknowledging the interaction between them will help organizations understand their audience and create more engaging experiences.

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