A4 Article in conference proceedings
Cultural Values’ Influences on Users’ Preferences for Gamification Techniques (2019)


Usunobun, I., Anti, E., Hu, F., Habila, L., Sayed, R., Zhang, Y., & Tuunanen, T. (2019). Cultural Values’ Influences on Users’ Preferences for Gamification Techniques. In ICIS 2019 : Proceedings the 40th International Conference on Information Systems (Article 158277). Association for Information Systems. https://aisel.aisnet.org/cgi/viewcontent.cgi?article=1046&context=icis2019


JYU authors or editors


Publication details

All authors or editors: Usunobun, Inegbedion; Anti, Emmanuel; Hu, Fumin; Habila, Levi; Sayed, Rakibul; Zhang, Yixin; Tuunanen, Tuure

Parent publication: ICIS 2019 : Proceedings the 40th International Conference on Information Systems

Conference:

  • International Conference on Information Systems

Place and date of conference: Munich, Germany, 15.-18.12.2019

ISBN: 978-0-9966831-9-7

ISSN: 1026-1079

Publication year: 2019

Article number: 158277

Publisher: Association for Information Systems

Publication country: United States

Publication language: English

Persistent website address: https://aisel.aisnet.org/cgi/viewcontent.cgi?article=1046&context=icis2019

Publication open access: Not open

Publication channel open access:


Abstract

Gamification techniques such as badges, levels, roles, are widely adopted in information systems (IS). Though researchers have noted that cultural values may influence users' usage of IS, there is a lack of research regarding the relationship of cultural values and gamification techniques. Our study aims to contribute to this area. We propose that users' cultural values may influence how they are motivated and further influence their preferences toward specific gamification techniques. In this research in progress, we review cultural values, examine the currently adopted gamification techniques, and then propose how cultural values influence users' preferences toward specific gamification techniques. We encourage designers to cater the adoption of gamification techniques in IS according to the users' cultural values, and researchers may further investigate the relation-ship between culture and gamification techniques. We propose a research agenda to investigate IS users' preferences toward different gamification techniques through an experiment with cultural values primed and a survey with participants from different cultural settings.


Keywords: data systems; gamification; user experience; cultural differences; values (cultural objects)

Free keywords: cultural values; gamification techniques; user preferences


Contributing organizations


Ministry reporting: Yes

Reporting Year: 2020

JUFO rating: 2


Last updated on 2021-07-07 at 21:39