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dc.contributor.authorBroer, Jande_DE
dc.contributor.editorButz, Andreasde_DE
dc.contributor.editorKoch, Michaelde_DE
dc.contributor.editorSchlichter, Johannde_DE
dc.date.accessioned2017-11-22T15:09:04Z
dc.date.available2017-11-22T15:09:04Z
dc.date.issued2014
dc.identifier.isbn978-3-11-034450-9de_DE
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/8199
dc.description.abstractConsulting agencies predict a drop in the visibility of gamification as studies report more and more negative results. We re-evaluate studies with positive results from a recent literature review with regards to the effects of gamification reported therein. We find that most reviewed studies do not actually report net-positive results and discuss reasons as to why gamification seemingly fails to deliver. One major Potenzial reason identified is the variance in motivations to play games.de_DE
dc.language.isoende_DE
dc.publisherDe Gruyter Oldenbourgde_DE
dc.relation.ispartofMensch & Computer 2014 - Workshopbandde_DE
dc.subjectGamificationde_DE
dc.subjectErfahrungsaustauschde_DE
dc.subjectEntscheidungsgrundlagende_DE
dc.subjectEvaluationsmethodikde_DE
dc.subjectEthikde_DE
dc.subjectMoralde_DE
dc.subjectKlassifikationde_DE
dc.titleGamification and the Trough of Disillusionmentde_DE
dc.typeworkshopde_DE
dc.pubPlaceBerlinde_DE
mci.document.qualitydigidocde_DE
mci.reference.pages389-395de_DE
mci.conference.sessiontitleWorkshop Press Play? Praxisorientierte und wissenschaftliche Sicht auf Gamificationde_DE


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